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Final Fantasy Tactics Special Character Guide
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By: Dan Isbell (a.k.a. Actionrat)
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E-mail: actionrat@aol.com
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Date: March 23, 2003
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Table of Contents
1. Contact Info
2. Intro
3. Agrias
4. Mustadio
5. Meliadoul
6. Orlandu
7. Ramza *still to come*
8. Thanks/Misc.
9. Version History
10. Legal Stuff
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1. Contact Info
If you have any questions, corrections, advice, or input regarding this
guide or FFT in general, feel free to e-mail me at <actionrat@aol.com>. You
can also use AIM to contact me <Actionrat>. I can't promise a quick response
to e-mails, but you will get one eventually (I promise!).
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2. Intro
Well, here it is! The long-awaited, highly anticipated Special Character
Guide! Ahem. This all started out a while ago with another one of those 'How
do I make Mustido not SUX?' sort of topics. R y a n suggested the creation of
a guide to help FFT players with Agrias. I thought that was a great idea and
got to work. I decided I would cover all the special characters, but there is
already and excellent guide for Rafa and Malak, and Sword Seraph has the side-
quest characters covered in his guide. So, that leaves me with Agrias,
Mustadio, Meliadoul, Orlandu, and Ramza. This guide was created with a huge
amount of input and help from posters at the FFT Message Board at gamefaqs.com,
so you should all check that out sometime (like now). There is no other guide
out there that covers these characters so extensively, so enjoy!
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3. Agrias
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Agrias Character FAQ
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By Dan Isbell, copyright 2002
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Date Began: 8/6/02
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Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
a. Chapter 2
b. Chapter 3
c. The Rest of the Game
d. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
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1. Introduction
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Its been five years since Final Fantasy Tactics came out, and there is no FAQ
dedicated to Agrias Oaks, one of my favorite characters from FFT and one of the
most balanced ones. With an increasing demand for an Agrias FAQ and FAQs for
other characters from the FFT Message Board at GameFAQs.com, I decided to get
one out there. Agrias is needy of an FAQ because although she has great
skills, she has relatively (to Orlandu) poor stats. This FAQ is designed to
help the average player develop Agrias into a more powerful and useful
character than she is typically thought to be. Also in this FAQ you'll find
backround information, stat information, and ablility info.
This FAQ cannot be credited entirely to me. I've received a large amount of
input from several posters at the FFT MB, all who are credited where credit is
due.
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2.Backround
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Name: Agrias Oaks Quote: "Evanescence... What a sad word.........."
Birthdate: June 22 (From Notti's Deep Dungeon Guide+)
Zodiac Sign: Cancer
Base Job: Holy Knight
Job Description: "Devoted knight baptized by the church. Draws 'Holy Sword'
skill from the weapon under divine protection of God"
Profile: Agrias is the level-headed protector of Princess Ovelia. She firmly
believes in the code of knighthood, as seen when Ovelia is kidnapped
and Agrias vows to rescue her. Lady Oaks generally doesn't express
emotion; she instead prefers to focus on the task at hand. Despite
that, Agrias seems to be quite thoughtful on the inside; just look at
her quote. I suppose if one word had to be used to describe Agrias'
personality, it would have to be loyal. First loyal to Ovelia, then
to Ramza and his cause.
History: Agrias is a Holy Knight under the order of the St. Konoe Knights, who
are based out of Lesalia and charged with the protection of the royal
family. Being only about five years older than Ramza, she has moved
up in that order fairly quickly to a position of leadership and great
responsibility. After the death of King Omdolia, Agrias is assigned
to protect Princess Ovelia due to escalating tensions between Goltana
and Larg. Agrias first meets Ramza when he, Gafgarion, and Rad are
hired to assist in escorting Pricess Ovelia from Orbonne Monastery.
When the monastery is attacked by the Nanten, Agrias, with the help
of Lavian and Alicia, join with Ramza's group to defeat the
attackers. However, the attack was a diversion which enabled Delita
to kidnap Ovelia and get away clean. Devastated by the kidnap and
her failure in perfoming her duty, Agrias vows to rescue the
princess. Ramza asks to accompany, motivated by his desire to find
out what Delita is up to.The group fights their way east to Zirekile
Falls, where Delita and the Princess are attacked by Hokuten knights.
Gafgarion betrays the group for monetary reasons, leaving Agrias,
Delita, and Ramza's group to protect the princess. After
successfully doing so, Delita leaves Ovelia with Agrias, who decides
to take her to Lionel to seek the Church's assistance in protecting
Ovelia. Along the way, Agrias assists Ramza in saving a young
engineer named Mustadio. When the group reaches Lionel, Agrias
decides to stay there with Ovelia and Ramza heads of to Goug with
Mustadio. While Ramza is away, Agrias and Ovelia are taken prisoner
by the Church. Agrias is able to escape, but without the princess.
Ramza finds her in Barius Valley with Church troops hot on her tail.
Ramza is able to save Agrias, who then joins Ramza because she is
convinced by his actions that he can be trusted. The rest, they say,
is history.
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3. Stats
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To be straight-to-the-point, Agrias' stats are pretty crappy when compared to
the likes of Orlandu and Reis. Her Holy Sword skills are dependant on PA,
which she lacks. However, her MA is pretty good for a physical class, so MA
based secondaries like White Magic and Draw Out will be fairly effective in her
base class.
Move:3
Jump:3
Class Evade: 25%
Inherents/Immunities: immune to Invite (Aerostar's Battle Mechanics Guide)
Equips: Swords, Knight Swords, Shields, Helmets, Ribbons, Armor, Robes, all
accessories.
Zodiac Compatibility: Good-Pisces, Scorpio Bad-Libra, Aries
Best/Worst-Sagittarius
Class Multipliers (credit to the BMG): HP MP PA MA Spd
140 100 100 100 100
Class Growth (also from the BMG): HP MP PA MA Spd
10 11 50 50 100
Level 99 stats (levels 1-99 as Holy Knight): HP MP PA MA Spd
406 141 11 14 11
Agrias' Move and Jump of 3 is pretty standard for many job classes. Her Class
Evade is excellent; it's the same as a Thief.
Agrias has decent equipment options. Basically the same as a generic Knight,
but the fact that she's female gives her advantages over Orlandu and Beowulf.
Not too much to say about her Zodiac sign. Eventually I'll list characters
that she is Good, Bad, or Best/Worst with.
Considering Holy Knight to be a physical class, Agrias has great HP, good MP,
slightly below average PA, good MA, and average Spd multipliers. As far as
growth, where lower numbers are better, she has good HP, slightly above average
MP, slightly below average PA, average MA, and average Spd. Her level 1-99
stats aren't too impressive for a special character, but aren't too bad. HP is
good, so is MP. PA is P-U, while MA is good. Spd is average, the same as most
generic classes and some special ones. If you want to use Holy Sword
effectively, you don't want to level up as a Holy Knight, but more on that
later.
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4. Abilities
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As a Holy Knight, Agrias uses the Holy Sword techniques. Each one of these
techniques requires that Agrias be equipped with at least one sword (they don't
call it Holy SWORD for nothin', you know). These abilities are instantly cast
and each has a 20% chance of causing a negative status effect on the target.
None of the abilities have elemental property, UNLESS the weapon equipped (in
the top hand) has one. Ex., using an Ice Brand with Holy Sword skills will
make the skills Ice elemental. Perfect for Goblin extermination :). If you
use Two Swords as a support, the WA of the weapon in the top hand will be used
in the damage equation, even if its not a sword. Ex., using a Morning Star in
the top hand and a Rune Blade in the bottom will put the Morning Star's 16 WA
in the equation.
Note: All the formulas and ranges in this section are from Aerostar's BMG.
Praise him like you should. :)
Holy Sword description: "Holy Knight Job command. Beats enemies with holy
secrets of the weapon."
Formula for
Holy Sword attacks: PA*(WA+K), where K is a variable assigned to each ability
For Good compatibility, (PA+[PA/4])*(WA+K)
For Bad compatibility, (PA-[PA/4])*(WA+K)
For Best compatibility, (PA+[PA/2])*(WA+K)
For Worst compatibiliy, (PA-[PA/2])*(WA+K)
Ability: Jp: K: Added Effect: Range:
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Stasis Sword 100 2 Stop 2/2v0 (2 panels away, + radius, no
height tolerance)
Split Punch 400 3 Death Sentence 3v2/1 (3 away and 2 up/down, 1 panel
radius)
Crush Punch 500 2 Dead 3v1/1 (3 away and 1 up/down, 1 panel
radius)
Lightning Stab 700 4 Silence 3/2v1 (3 away, + radius, +/- 1 height
tolerance)
Holy Explosion 800 5 Confusion 4dir/5 (5 panels straight in 4
directions, +/- 2 height)
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Stasis Sword: The basic Holy Sword skill. It's power is nothing to scream
about, but it can hit multiple targets and the added effect is
very nice. This skill will tide you over until you get the Jp
for Lightning Stab.
Split Punch: This is the black sheep of the Holy Sword skillset. You can only
target one enemy, and the added status is Death Sentence.
Whoop-de-doo. It is more powerful than Stasis Sword, so only use
it if Stasis Sword can't finish off an enemy.
Crush Punch: Not a bad ability. Its range isn't great, but the added status
is awesome. If you can't kill an enemy outright with Lightning
Stab or Holy Explosion, or if you're in a tight spot and need to
make some quick kills, take a chance with Crush Punch. This one
has the same power as Stasis Sword, so only use it when you can't
target multiple enemies.
Lightning Stab: The cream of the crop when it comes to Holy Sword skills.
Range, power, multiple targets, this one has got it all.
Silence is usually a good thing in Tactics, but in this case
it has no point. Why, you ask? With the help of this guide,
you should have no problem KILLING mages in one hit, so
silence is kind of redundant.
Holy Explosion: No other Holy Sword skill matches Holy Explosion in power. It
also has a nice status effect in Confusion. There's nothing
funnier than seeing a recently criticaled Dark Behemoth go and
kill a Morbol :) The only thing hurting this skill is range.
You can hit several targets at once, but they have to be lined
up. Holy Explosion also lacks the vertical range of Lightning
Stab, putting it in second place.
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5. Setups
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This section is the meat of the guide. Here you will find a variety of setups
for almost any situation. Each of these setups has been chosen for inclusion
because it can do exactly what it was designed to do better than similar
setups, giving you an optimized Agrias to destroy things, assist your party, or
fit a certain theme. Some setups may be refined from several others to yield
the best results. Credit is given where its due for each setup, so be sure to
thank whoever created the setup you use when you see them on the message board.
Note: All setups and commentary on them are by me unless otherwise indicated.
a. Chapter 2 Setups
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Chapter 2 is when Agrias joins your party, right after you save her in Barius
Valley. These setups are designed to be easily accessible because you haven't
had a whole chapter and a half to train her. On sort of a side note, make sure
to bring Agrias to the Golgorand Execution Site battle to get a little extra
in-battle dialog.
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Holy Knight
Holy Sword Coral Sword
Item Gold Shield
Weapon Guard Cross Helm
Gained Jp-UP Gold Armor
Move +1 Battle Boots
This setup is designed to be used once you get Agrias as a permanent member of
your party. Item is there to assist the party and to get easy Jp. The way
that works is kill all but one enemy and then start attacking eachother. When
people start getting low on health, have Agrias use regular Potions on them for
easy Jp. Weapon Guard is there from shared Knight Jp, but it's not a must have
in this setup. Gained Jp-UP is there to help you master Holy Knight as fast as
you can so you can move on. Move +1 is for added mobility, as are the Battle
Boots, because Agrias only has a move radius of 3. The rest of the equipment
is the best that money can buy, and the Coral Sword will make wasting Squids a
piece of cake for Agrias.
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Knight
Battle Skill Coral Sword/Blood Sword
Holy Sword Gold Shield
Counter Cross Helm
Attack Up Gold Armor
Move+1/2 Battle Boots/Power Wrist
Now that you've trained Agrias a little, try this setup, which makes Agrias
into a powerful attacker. Knights have good PA, which helps Holy Sword. If
you've spent some time as a Monk, use Counter (this is really lethal if you've
got the Blood Sword). Use Attack Up if you've trained as a Geomancer; it
boosts your Holy Sword skills. Move+1 (2 if you have it) gives Agrias more
mobility. As far as the equips go, the shield, helmet, and armor are the best
that money can buy. If you were crafty enough to steal the Blood Sword from
Gaffy at Golgorand Execution Site, then give it to Agrias to make her a self
-sufficient killing machine. Otherwise, stick with the Coral Sword. Only
equip the Power Wrist if you've learned Move+2 because extra movement>1 point
of PA at this stage in the game.
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Geomancer (with input from trampoline)
Elemental Coral Sword/Blood Sword
Holy Sword Gold Shield/Mythril Shield (if you want Magic Evade)
Counter (Flood) Green Beret/Headgear
Attack Up Wizard Robe/Brigandine
Move +1 Wizard Mantle/Diamond Armlet
This is a great Chapter 2 setup if you've gone to Geomancer as fast as you
could and did a little training. This setup also makes Agrias into a powerful
attacker, but this time with some more range. Geomancers have good PA and
equipment options, making them popular for Agrias setups. If you don't have the
Blood Sword or didn't pick up Counter from the Monk Class, use Counter Flood.
Counter Flood is an underrated little reaction ability that counters any
physical attack with geomancy, regardless of whether or not you know the spell
for the ground you're standing on. Attack Up boosts Holy Sword, as stated
above. Equipment-wise, you have a couple options here. If you have the Blood
Sword, then by all means use it. If you've got the need for speed, grab a
Green Beret; or power up Elemental and Holy Sword with the Headgear (PA+1). I
reccomend equipping the Wizard Robe to power up elemental further, but if you
need the HP, go with the Brigandine. The Wizard Mantle is there to power up
elemental even further (how much farther can it go?!) and provide a little more
evade, while the Diamond Armlet does the same except adds some oomph to Holy
Sword at the sacrifice of evade.
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Priest
White Magic Coral Sword/Blood Sword (if someone else isn't using it)
Holy Sword nothing
Weapon Guard Triangle Hat
Equip Sword Wizard Robe
Move+1 Diamond Armlet
Okay, I know what many of you are thinking: Agrias as a Priest! What the
hell?! Just calm down a second and let me explain myself. Okay, are we ready?
Good. Out of all the mage classes, Priests have the best PA and HP, so Holy
Sword doesn't suffer too badly (in fact, Priests have roughly the same PA as
the Holy Knight). Priests also have a high speed multiplier. This setup
focuses on versatility over power. Agrias can still inflict some pain and
finish enemies off with Holy Sword, but can also heal the party and provide
some tenacious D-efence with White Magic. Since you spent some time in Knight
to get Equip Sword, you may have picked up Weapon Guard, which will add a
little evade. If not, pretty much anything will work (try Counter Flood if
you've got it). The Blood Sword isn't necessary in this setup because Agrias
should be using Holy Sword for offense, so the Coral Sword is fine if someone
else needs the Blood Sword. Triangle Hat is to boost MA and MP (Priest have
good speed, so you don't really need the Green Beret); the Wizard Robe also
boosts MA. The Diamond Armlet is there to help both skillsets (+1PA/+1MA).
Give this one a shot, you might be surprised.
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Holy Knight- by trampoline
Holy Sword Blood Sword
White Magic Mythril Shield
Counter Cross Helm
Defense Up/Attack Up Wizard Robe
Move + 1 Battle Boots
With Counter and a Blood Sword, she'll be able to heal up most of the damage
that she's been dealt. I chose the Mythril Shield over the Gold Shield because
of the extra Magic Evasion (Gold Shield doesn't have any). Gafgarion's Cross
Helmet gives the most HP. Wizard Robe for a little boost in MA and MP since her
HP is already pretty decent. With Battle Boots and Move + 1 she has a move of 5
so she should be able to catch up to any unit.
Spend a little bit of time in Priest to learn a few of the basic spells like
Raise, Cure 2, Esuna, and maybe Protect & Shell/Wall. Oracle should be opened
up after some of the training and you can get Defense Up if you want Agrias to
be a more Defensive Support unit, or you can train a little bit more in Monk to
open Geomancer and get Attack up for a more Offensive unit.
My thoughts: This one is similar to my Priest setup, just swithced around a
little bit to provide more offensive firepower. If you don't like the Priest
setup, don't rule this one out yet. The higher HP and the Blood Sword will let
Agrias get in the thick of things without worry.
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b. Chapter 3 Setups
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By the time this chapter rolls around, Agrias should be trained sufficiently to
move into some higher-tier jobs and have learned some more expensive abilities,
and these setups reflect that. By now you should also have raised Agrias'
brave and faith. Also, with the opening of Fur Shops, you'll have access to
some rare equipment like the Chantage and Defender. If you haven't gotten any
of the rares yet, substitute them with something similar(like a Platinum Sword
for a Defender).
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Ninja (with input from trampoline)
Throw Flame Whip/Morning Star
Holy Sword Platinum Sword/Blood Sword
Speed Save/Counter Twist Headband
Equip Sword Power Sleeve
Move +2 108 Gems/Chantage/Germinas Boots
Here's a speedy Agrias that can inflict some serious pain in Chapter 3. Using
the Flame Whip in the top hand will give you Fire elemental Holy Sword skills,
perfect for offing the undead. The 108 Gems boosts the power of the Flame Whip
and your Holy Sword skills, and with Blood Sword counter, you shouldn't worry
about dying too much. If you want to use Speed Save, I'd reccomend also using
the Chantage to prevent dying from being a problem. Once you get a Morning
Star you won't need the Gems, so try equipping Germinas Boots. Those, along
with Move +2, will give Agrias a Move and Throw range of 7 each, combining for
a total range of 14! To make her two sworded attack more powerful, consider a
Platinum Sword; however you will loose the healing.
trampoline's comments: Ninx0r. Speed and Power. ph33r.
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Geomancer- a mix of setups by trampoline and trc1986, put together by me
Elemental Platinum Sword/Blood Sword
Holy Sword Aegis Shield/Diamond Shield
Blade Grasp/ Counter (Flood) Twist Headband/Green Beret
Attack UP Power Sleeve
Move +2/Teleport Bracer/Diamond Armlet
trc1986's comments: With this set-up she will be able to do tons of damage
with Holy Sword, im talking 300+ damage in Chapter, assuming she is around
Level 35 or so at this point.... her elemental will give her extra long
distance when needed to take out a weaker, injured enemy. Blade Grasp will help
evade physical attacks, and with Aegis Shield, she should be able to avoid 50%
of the attack magic thrown at her, which is vital because of her high faith to
also allow her to be hasted, shelled etc....
trampoline's comments: PA!
My comments: trc1986 and trampoline both posted powerful but quite similar
setups, so I decided to put them together. This setup focuses on boosting PA,
and it shows. Choosing the Twist Headband, Power Sleeve, and Bracer give a
total of +7(!), and Attack Up increases PA by a third. Use Blade Grasp if you
want the Magic Evade and +1 MA of the Aegis Shield, otherwise use Counter or
Counter Flood if you equip the Diamond Shield. You can equip the Blood Sword
if you want, but it only has a WA of 8, meaning your Holy Sword attacks will
suffer. If you need the extra speed (maybe for the Rooftop battle) use the
Green Beret, and if you want to boost both sides of the Elemental equation use
the Diamond Armlet. As far as movement abilities go, its just a matter of
personal preference.
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Holy Knight- by trampoline
Holy Sword Diamond Sword
White Magic Diamond Shield
Regenerator Diamond Helmet
Defense Up Diamond Armor
Move-HP-Up Diamond Armlet
Shiny.. and pretty effective.
My comments: Another solid setup by tramp. This is a very defensive Agrias
who will likely play the role of support instead of frontline attacker. My
only suggestion for this setup is to equip the Platinum Sword, Platinum Armor,
and Circlet when they become available. Still, having all Diamond equips is
pretty bling-bling:). Word.
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Knight
Battle Skill Defender/Platinum Sword
Holy Sword Diamond Shield
Abandon/Hamedo Circlet
Attack Up White Robe
Move +2 Bracer/Dracula Mantle
This tank is basically an upgraded Chapter 2 Agrias. If you've poached
Defender, give it to Agrias to enhance her Holy Sword skills. If not, a
Platinum Sword will do just fine. For story battles, go with Hamedo and a
Bracer; for random battles use Abandon and a Dracula Mantle. The White Robe is
there for magic defense. You can substitute Move +2 with Teleport if you'd
like. With this setup, you should be able to do close to 300 damage if you
have ~14-15 PA and with the reactions, not a whole lot is going to hurt you.
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Monk
Punch Art Platinum Sword
Holy Sword nothing
Counter/HP Restore Barette
Equip Sword Power Sleeve
Move +2 Bracer
Punch Art is the reason this setup was created. I needed to find some way to
get Punch Art on Agrias and make it strong, and this is the best way I've found
to do it. Punch Art gives you some added range with Earth Slash and some HP/MP
restoring capabilities with Chakra. You can choose between Counter and HP
Restore if you want a little more offense or defense, respectively. The Bracer
boosts both skillsets. A nice thing about this Agrias setup is that if your
sword gets broken, she's still very potent on offense. Oh yeah, Monks have MAD
PA, which is always good for Lady Oaks.
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Holy Knight- by trampoline
Holy Sword Defender
White Magic Aegis Shield
Weapon Guard Barette
Attack Up White Robe
Move + 2 Salty Rage
Poach a Defender(Taiju), a Salty Rage(Red Dragon), and take Alma's Barette(Red
Chocobo). You'll have to do a bit of breeding to get these though since they
don't usually appear until later. You can also get a Chantage(Porky) and
Ribbon(Wildbow) if you're willing the breed the pig at Zigolis.
Defender's high weapon evade will be be sufficient to fend off the majority of
physical attacks and with the Aegis Shield you'll be able to ward off magical
attacks as well. Salty Rage and White Robe will soak up attacks that do manage
to get through your defense and the Barette(Ribbon) will protect you from most
(all) status. Early defensive unit.
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Thief/Archer- by trampoline, with a little input by me
Steal/Charge Platinum Sword
Holy Sword Diamond Shield/Flame Shield (Archer ONLY)
Speed Save Green Beret/Twist Headband
Equip Sword Power Sleeve
Move +2 Bracer
Decent speed/power set-up.
Also a good set-up for Archers, except they can equip shields.
My comments: Pretty good setups that will carry you until Ninja is unlocked.
With the Archer's ability to equip shields, you have a pretty strong Agrias.
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c. The Rest of the Game
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Here's where we can finally let Agrias loose to wreak some serious havoc. With
all of the rare equips you can get in Chapter 4, Agrias can easily be the most
powerful attacker on your team. If you don't have some of the rare equips seen
in these setups, substitute them with something similar (i.e. if you don't have
the Grand Helmet yet, use a Crystal Helmet). In these setups you'll also see
Teleport or Move +2. Use whichever you prefer, but I'd reccommend using
Teleport in the Deep Dungeon and on other maps with a lot of height variation
(like Zirekile Falls), and use Move +2 on more level maps (think Mandalia
Plains).
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Geomancer- by R y a n, also submitted by thatguyagain
Elemental Ice Brand
Holy Sword Kaiser Plate
Abandon Twist Headband
Attack UP Power Sleeve/Robe of Lords
Teleport Bracer
R y a n's comments: Be ready for a world of hurtin' as she gets +7 PA to her
skills, plus another 25% boost after that thanks to the Kaiser Shield (46%
P-EV, 20% M-EV) coupled with the Ice Brand, and another 33% boost thanks to
good ol' Attack UP. It's just a shame that Elemental is just there as a novelty
now. ;_; So the only downside to this setup is she's a one-trick pony. But
she's no pony. More like a wild stallion mowing over anything in her path. ;)
Before this time you'll probably be using the Aegis Shield with Abandon as a
reaction, and 108 Gems as the accessory instead of the Bracer. Still good,
still good. =D That was my first ultimate setup with Agrias, until I discovered
that Holy Sword could be boosted with that good ol' Ice Brand. You may even
want to swap in the Black Robe for the Power Sleeve and use a Bracer instead.
It's all a matter of the math, I think.
Fun with thought put in to it, and without it being handed to you is such a
rarity these days.
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Geomancer- by CloudStrifeSOLDIER
Elemental Ice Brand
Holy Sword Aegis Shield
(Anything, but I like HP Restore) Flash Hat
Attack UP Black Robe
Move+2 Genji Gauntlet
Good, solid Agrias. Sure, her PA isn't all that great, but it's good enough to
have Holy Sword used regularly. This Agris isn't meant to be cheap. She's meant
to be strong, but to a degree. A low degree. but still.
My comments: Not as powerful as the previous setup, but instead able to use
Elemental more effectively.
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Knight- by Xshortguy007
Br. 97 Fa. 84
Battle Skill Chaos Blade
Holy Sword Chaos Blade
Blade Grasp Ribbon
Two Swords Robe of Lords
Move +2 Setiemson
My comments: Ahh, the power of cheese :) Lots of power here. Use either Holy
Sword or your dual Chaos Blade attack if you're up close to make quick work of
just about anything.
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Samurai- by R y a n
Draw Out Ice Brand
Holy Sword nothing
Auto-Potion/Damage Split Crystal Helm/Ribbon
Equip Sword Black Robe
Teleport Bracer/Genji Gauntlet
This Agrias is not as strong as her Geomancer and Ninja equivalents, but she
gets the job done. The question "do you want HP or status protection?" comes up
when deciding which headgear you like more. Likewise, "do you want more MA for
Draw Out, or a little extra boost in your Holy Sword attacks?" is asked when
choosing between Bracer and Genji Gauntlet. Depending on your HP levels and how
lucky you feel, take Auto Potion or Damage Split. Damage Split is a little out
of the way for a physical class, but it is nice to have at your disposal. Else,
you can always just resort to Blade Grasp, which seems to be a safety net,
fitting for pretty much all setups in a way. Holy Sword isn't going to be
nearly as brutal as a part of this class, though the Bracer and the 25% boost
the Ice Brand + Black Robe gives you, and the nice amount of PA the Samurai has
is nothing to sneeze at.
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Ninja- by R y a n
Throw Scorpion Tail
Holy Sword (any sword)
Auto Potion Thief Hat/Twist Headband
Equip Sword Power Sleeve
Teleport Bracer
This Agrias is rather boring, but at least she's fast, and strong, so she gets
the job done. The 23 PA from the Scorpion Tail is what will be used in the Holy
Sword attacks, despite what sword you use. So, your possibilities are many for
what sword you can equip. Nagrarock might give you a little fun, if you feel
the need to really add insult to injury after your two-sworded physical attack.
Or, you can just opt for a Rune Blade for all out power. Swapping out the
Bracer for a 108 Gems will allow you to use an Ice Brand which will be much
stronger on a regular attack. Unfortunately, you cannot use the Scorpion Tail
trick and the elemental boost at the same time. It's only one or the other. You
must choose between moving faster and doing more damage when deciding between
the Thief Hat and Twist Headband. Most FFT vets will tell you Speed is better
and the +2 PA from the Twist Headband becomes negligible. Your choice. :)
My comments: You'll probably want to equip either the Rune Blade or Blood
Sword in the second hand. Also, I'd reccommend using Move +2 instead of
Teleport to increase Throw range.
-------------------------------------------------------------------------------
Holy Knight- by trc1986
Holy Sword Rune Blade
Draw Out Rune Blade
Blade Grasp Grand Helmet
Two Swords Robe of Lords
Move +2 Genji Gauntlet
She will still be able to cause okay damage with Lighting Stab, Id guess around
300 damage, which is good to clean up already damaged enemies, but also, she
can use draw out, to aid allies, heal herself, and also damage the enemies if
they are really cluttered around her, a good all-around set-up.
-------------------------------------------------------------------------------
Holy Knight- a mix of setups by Wicked Souls and CloudStrifeSOLDIER, put
together by me
Holy Sword Chaos Blade
Math Skill/Time Magic Excalibur
Blade Grasp/Sunken State Grand Helmet
Two Swords Robe of Lords
Move+2/Teleport/Float Chantage/Setiemson
Wicked Souls' comments: Super Cheezemeister:...Setiemson(YAY!)/Chantage(BOO!).
.. And don't forget about elemental Holy Sword attacks. If you equip an Ice
Brand or Coral Sword as a Holy Knight, your Holy Sword attacks will be
Ice-element or Thunder-element respectively. You can double the amount of
elements available by making Agrias a Ninja/Squire and giving her
Equip Sword/Two Swords, then put a Flame Whip or Air Knife in one hand and a
sword in the other, and your Holy Sword attacks will be Fire-element or
Air-element! It's too bad you can't use Two Swords with a Holy Lance, or the
descriptions would be true about the elements...
CloudStrifeSOLDIER's comments: The reason for Flaot is, with Float, she has
the possibility of having every positive status effect.
My comments: The options furthest to the left are the cheeziest. This is a
very powerful setup, even if you use the watered-down version.
-------------------------------------------------------------------------------
Knight/Holy Knight- by superaileman
Battle Skill (holy sword} Ragnorok
Holy Sword {White Magic} Save the Queen
Blade Grasp/Regenrator Ribbon
Two Swords Maximillion
Teleport or Move +2 Setiemson
Status protection, haste, shell, Transparent, Decent hp, and it lets you save
your chaos blade/robe of lords for orlandu.
-------------------------------------------------------------------------------
"Eh, soggy, passed around Power Set-ups"- by trampoline
Knight
Br 97, Fa --
Battle Skill Chaos Blade
Holy Sword Escutcheon II
Abandon Ribbon
Attack Up Robe of Lords
Move + 2/Teleport Setiemson
Holy Knight
Br 97, Fa --
Holy Sword Excalibur
Draw Out Aegis Shield
Blade Grasp Ribbon
Magic Attack Up Wizard Robe
Move + 2/Teleport Red Shoes
Holy Knight
Br 97, Fa 94
Holy Sword Excalibur
Math Kills Aegis Shield
Blade Grasp(1)/Damage Split(2) Ribbon
Magic Attack Up Wizard Robe
Teleport Sprint Shoes(1)/Chantage(2)
My comments: All of these setups have been around for a while and involve
three things: 1)are very well-known 2)are very hard to hit/immortal 3)possess
large amounts of cheese-driven power.
-------------------------------------------------------------------------------
Priest
White Magic Rune Blade
Holy Sword nothing
Blade Grasp Twist Headband/Thief Hat
Equip Sword Robe of Lords
Move+2/Teleport Genji Gauntlet
This Agrias is versatile and powerful without being cheap (OK, so Blade Grasp
is kinda cheap, but 2 Choco Meteors will take her out). Holy Sword provides
the offense and White Magic provides the support. The equips boost
both PA (+6) and MA (+5), making up for the Priest's not-so-ideal stats.
-------------------------------------------------------------------------------
d. Theme Setups
-------------------------------------------------------------------------------
These setups are mainly Chapter 4, but aren't really the most effective setups
to put Agrias in. They do, however, fit some sort of theme and are in here for
fun. Give these a shot; you just might be surprised.
-------------------------------------------------------------------------------
Paladin- by Invisible, with input from me
Holy Knight
Holy Sword Rune Blade/Excalibur
Math Skill/White Magic Aegis Shield
Distribute Crystal Helmet
Half MP Used Light Robe/Wizard Robe/White Robe
Float/Move+2 Chantage
Invisible's comments: This is my "Paladin" Agrias setup, it works pretty well
and is fun to use.
My comments: Here is Agrias in a pure setup of Holiness. White Magic is there
just because I think it's more fitting. Float fits the theme well, but it's
just so crappy that I had to put Move +2 as an option. The Rune Blade boosts
White Magic/Math Skill, but the Excalibur enhances Holy Sword and absorbs Holy,
so both fit the theme well. I also added the option to equip the White Robe
since it is in tune with the theme and provides some elemental protection.
-------------------------------------------------------------------------------
Holy Samurai- by squirrelnut544143, with input from me
Holy Knight
Holy Sword Chaos Blade
Draw Out Genji Shield/nothing
Blade Grasp Genji Helmet
Attack UP/Two Hands Genji Armor
Teleport/Move+2 Genji Gauntlet
squirrelnut544143's comments: This set-up could be as good as anything. In a
high level, 999 HP damage is a guarntee.
My comments: Well, maybe 999 isn't a gaurantee, but you are definitely going
to put a serious hurt on anything you attack. This setup merges the Holy
Knight and Samurai job classes, and quite powerfully, I might add. Holy Sword
will be your main offense while Draw Out provides long range attacking,
healing, and positive statii (that's plural for status; you've learned
something new!). In this setup you'll be equipping the complete set of Genji
Gear, the preferred style of Samurai throughout Ivalice.
-------------------------------------------------------------------------------
Hey, Wiegraf didn't get a sex change... or did he?- by trampoline
Holy Knight
Holy Sword Diamond Sword
Punch Art Diamond Shield
Counter Diamond Helmet
Maintenance Diamond Armor
Move +1 Diamond Armlet
Weigraf Rip-off.
My comments: This is essentially Wiegraf when you face him at the end of
Chapter 3 (note that this is also a good Chapter 3 setup). The equipment and
skills are exactly the same, except Wiegraf's Punch Art is called Punch Skill.
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
This section will give you some advice on how to train Agrias and what Jobs to
level her up in to get improved stats. Don't feel you have to follow this
advice to the letter because a point or two of PA or a point of Sp isn't going
to make too much of a difference, and the setups should be able to compensate
for any lack of speed or power on their own. If you want to optimize your
Agrias, then you should follow this to the letter :).
*******************************************************************************
Training: When you first get Agrias, keep her as a Holy Knight until you at
least learn all of her Holy Sword skills, Gained Jp-UP, and Move +1 (I prefer
to master the class). From there, unlock some of the Job tree. Learn the
following skills from each of these classes as early as possible:
Chemist- Phoenix Down, at least Hi-Potion
Knight- Equip Sword, Weapon Guard (optional)
Monk- Counter, Chakra, Earth Slash (optional)
Thief- Move +2
Geomancer- Attack UP, Counter Flood (optional)
Time Mage- Teleport (optional)
Once you've got those under your belt, feel free to learn abilities from any
classes you want. By later on in the game, make sure you've got the
following:
Chemist- Auto-Potion
Priest- Most of White Magic
Time Mage- Teleport (its no longer optional!)
Samurai- Most of Draw Out, Blade Grasp, Two Hands (optional)
Ninja- Two Swords, Abandon
Calculator- at least CT and 5, Damage Split (all optional, depends on how much
you like cheeZe)
With those abilities learned, you'll be able to put Agrias in most of the
setups in this FAQ. From here, learn all the abilities you can.
How to overcome not having Accumulate: Many Jp gathering strategies involve
using Accumulate because it is quick, free, and can be done repeatedly.
Agrias, however, is a special character and doesn't have Accumulate. Solution:
give Agrias Chakra, Kiyomori, Dance, or Potion. None of these are as effective
as Accumulate, but can get the job done. For Chakra and Potion, have Agrias
attack a teammate and then heal them. Rinse and repeat. For Dance, start out
with Slow Dance, the go to Witch Hunt and Wiznaibus. Don't let anyone kill off
the enemies so Agrias can keep dancing. Kiyomori is probably the best solution
except for it's one flaw: Katanas break. Make sure you have a good stock of
Kiyomoris and then draw it out the whole battle. Hooray! Now Agrias can be a
part of your mind-numbing training sessions!
*******************************************************************************
Levelling: Here's where things start to get a little more complex. As a Holy
Knight, Agrias doesn't have the greatest PA or Sp, the most important stats to
a physical character. To remedy this, you should level up in other jobs that
have high PA and Sp, like Knight, Ninja, and Mime. If you spend about 10-15
levels as a Ninja, you'll have 12 Sp at level 99, which is very nice. The rest
of the time should be spend as a Knight/Mime, depending on your sanity, for
added PA. Here's some data from trampoline, Der Mathematik Tup (that's "the
math guy" for you non-Deutsche speakers):
NOTE: Wherever it says "Lv Down to 1 Agrias", it means levelled down to 1 as
Agrias. Also, Agrias will always have 14 MA as a Holy Knight if she
doesn't spend some time as a Mime.
===============================================================================
Speed:
Lv Down to 1 Agrias: 5 Speed
Want 12 speed? 8 Levels as Ninja,
90 as something else (Mime/Knight)
===============================================================================
Power:
Lv. 12 Agrias, Lv. Down to 1 Agrias:
Lv to 99 as Mime: 14 PA as Holy knight (17 PA as Knight)
Lv to 99 as Knight: 13 PA as Holy knight (16 PA as Knight)
===============================================================================
Speed and Power (8 levels as Ninja, 90 as Mime/Knight):
Knight: 13 PA as Holy Knight (16 PA as Knight), 12 Sp
Mime: 14 PA as Holy Knight (17 PA as Knight(!), 12 Sp
===============================================================================
Sp33d 4 power (all ninja):
Power: 12 PA as Holy Knight (15 PA as Knight)
Speed: 13 Speed
===============================================================================
Magic:
Lv. 12 Agrias, Lv Down to 1 Agrias: 4 MA
Mimie mimie: 16 MA
===============================================================================
Speed and Magic:
8 lvls Ninja, 90 Mime: 16 MA, 12 Sp
If you really think you won't feel guilty about it later, you can level down as
a Chemist for slightly better stats, but I won't do the calculations.
*******************************************************************************
What? You don't want to level down..? Fine.
12 Speed: 9 Levels in Ninja, 78 levels as Knight/Mime
9 Levels in Ninja:
===============================================================================
Power:
87 as Knight: 12 PA as a Holy Knight (15 as a Knight)
87 as Mime: 13 PA as a Holy Knight (16 as a Knight)
===============================================================================
Speed and Power:
9 as Ninja, then-
78 levels as Knight: 12 PA as Holy Knight (15 PA as Knight), 12 Sp
78 levels as Mime: 13 as Holy Knight (16 as Knight), 12 Sp
===============================================================================
Sp33d 4 power:
87 as Ninja: 12 PA as a Holy Knight (15 as a Knight)
===============================================================================
Magic:
87 as Mime: 16 MA
===============================================================================
Speed and magic:
Lv. 9 as Ninja, then 78 as Mime: 15 MA, 12 Sp
===============================================================================
There ya go: Non-Lv down Power Knight is the easiest one to get, and Lv downed
Speed Magic/Power Holy Knight is the best you can get if you're willing to
spend a couple of hours training and Steal Exp.ing. Convinience vs. Power, you
decide.
===============================================================================
If you take a look at the data, hopefully you'll be able to say to yourself
things like "Hmm, I've got Agrias as a Ninja to learn Two Swords; I'll make
sure to gain at least 8 levels while doing that to get more speed." or "Well, I
don't need anymore abilities right now, so I should probably make Agrias a ____
so she can get stronger." You can, of course, follow these growth paths to the
letter (number?), but that would make gaining abilities pretty difficult.
Again, a big thank-you to trampoline for providing the data ('cause there's no
way in hell I'd have the patience to do it :) ).
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Orion says: Her best level up form is that of a knight. The PA growth in her
base class is too low, so you should try to dance between Knight and Geomancer.
The Knight has better PA growth, but the Geomancer could teach her the precious
Attack UP support ability in few levels and it is an all around balanced class.
My personal favourite is a short stay as a geomancer and holy knight, and then
some time as a Knight. In chapter 2 & 3, the Geomancer form is more
"effective" (IMHO knights are very weak in chapter 3) but in chapter 4, with
Knight's swords, knights win the bout.
A few opinions on her base form at level 99, when leveled up as a Knight or
Geomancer. Her PA multiplier is not too bad, but it's 4/5 that of a Knight. Her
MA on the other side is 5/4 of his. She has more MP points and more HPs. You
can play the "hardcore" variation as a knight, or a balanced version with a
weak but versatile magical secondary. Typically Draw Out, but also Time Magic,
White Magic or even Summons, as long as you don't plan to kill with them.
-------------------------------------------------------------------------------
R y a n says: Me, I move her to Knight after that, so she can learn Equip
Sword. After that's done, it's on to the Thief class for Move+2. If I don't
have a dedicated Thief, I spend some time with her in that class learning all
the Steal abilities. For this reason, she's usually my stealer in most games. I
don't know why, except for the Move+2 thing; it just happens that way.
Next, I move back to Monk in order to open up other classes needed. I learn
whatever's necessary there along the way. Probably just Counter, though Hamedo
is OK too (though not AS good). I tend to stay away from offensive reactions
nowaday anyway.
After this, Monk has opened Geomancer, which I promptly make her home. I
beelineto Attack UP, which is her suport ability for most of the rest of the
game.
Then I go back to Lancer for a bit, to open up Samurai. And maybe I'll spend a
little more time as an Archer to open up Ninja. And those two things help me in
completing the Samurai and Ninja setups I will mention soon enough. Of course,
there is also the requisite time as a Time Mage to get Teleport, which isn't
TOO bad. Just a little more time consuming than I'd like. But Move+2 suffices
until Deep Dungeon for me, really.
-------------------------------------------------------------------------------
trampoline says: Levelling her up as a Ninja isn't a bad idea (the lower the
better, more benefits with less levelling), that extra speed point to 12 in her
base class means that she gets six speed from haste instead of only five = )
-------------------------------------------------------------------------------
4. Mustadio
-------------------------------------------------------------------------------
Mustadio Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 8/14/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
a. Chapter 2
b. Chapter 3
c. The Rest of the Game
d. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Mustadio is the second character to be FAQ'ed. Like all the other characters
in this FAQ, Mustard Boy has been guide-less for the five or so years FFT has
been in existance. Mustadio is probably the most underpowered special
character in the game (Malak doesn't count), and this FAQ will help you find
ways around that to make Mustadio a worth member of your party. Also, Mustadio
is commonly thought of as only a support character. This FAQ will provide ways
to make him an effective support character and a potent offensive force.
Again, a lot of input came from the great people at the Final Fantasy Tactics
Message Board located at www.gamefaqs.com.
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Mustadio Bunanza Quote: "Just aim. You don't need to charge your
gun!"
Birthdate: October 15 (From Notti's Deep Dungeon Guide+)
Zodiac Sign: Libra
Base Job: Engineer
Job Description: "Technician working for a revival of a lost civilization.
His best skill is 'Snipe', using the legendary 'Gun'."
Profile: Mustadio is the clever Engineer who you rescue at Zaland on your way
to Lionel in Chapter 2. Mustadio is a resident of Goug, an island
city where fellow Engineers, machinists, archaeologists, and
merchants gather to excavate the lost city from an ancient time that
lies below. He lives there with his father, also an Engineer,
Besrodio Bunanza. While not a physically strong fighter, Mustadio is
still brave in battle, where he prefers to use guns. Being close in
age to Ramza, the two become fast friends.
History: Mustadio was born and raised an Engineer in Goug Machine City, an
island located off of the west coast of the Lionel region. Mustadio
likely has lived there his whole life and never did much traveling.
Mustadio learned to be an Engineer from his father Besrodio, also an
Engineer. When Mustadio is in his mid to late teens, he and his
father make an extraordinary discovery while excavating under Goug:
a yellow stone, with something undescribably special about it. Word
of the discovery spreads quickly and soon men from the Bart Company
break into the Bunanza residence in an attempt to take the stone by
force. Besrodio, who must use a cane to walk, gives the stone to
Mustadio and tells him to run away and not to let anyone have it.
Mustadio makes it as far as Zaland before a group of Bart troops
catch up with him. Just as things start to look hopeless for the
young Engineer, Ramza Beoulve and Agrias Oaks show up and decide to
rescue him. After the battle, Mustadio, bearing his father's words
in mind, declines to tell Ramza, Agrias, and Princess Ovelia why he
is being chased. Believing that Count Draclau could help him, he
asks the group if he can join them to Lionel. Ovelia agrees, and
they head south, where they meet another squad after Mustadio. After
defeating the Bart squad, the group reaches Lionel, where the truth
is revealed. Count Draclau knows about Mustadio's stone and explains
that its a Holy Stone. Draclau promises Mustadio he will send troops
to save his father and wipe out the Bart Company. Mustadio heads off
to Goug to see his father, accompanied by Ramza, who has decided that
the Princess is safe with Draclau. After trekking through Zigolis
Swamp and crossing the sea, Ramza and Mustadio arrive in Goug, where
everything seems to be in order. Mustadio and Ramza part ways,
having agreed to meet in the slums after a short while. Mustadio is
then captured by the Company, who is actually working for the Church!
Ramza goes to the meeting place and is greeted by a captive Mustadio
and Bart Rudvich, who demands the stone. Mustadio tells Ramza where
it is and Ramza forfeits it. But, like all villians, Rudvich isn't
true to his word and runs off with the stone, leaving a squad to kill
Ramza and Mustadio. After offing the henchmen, the two meet up with
a now free Besrodio. Mustadio reveals that the stone Ramza gave Bart
was a fake. Mustadio joins Ramza permanently for saving him and his
father; and out of a desire to stop anyone from abusing the power of
the stones. The two head off to Lionel to save Agrias and Ovelia
from the Church.
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
For a support-type character, Mustadio has only decent stats, but has good
speed. His Snipe skills are solely dependent on Sp, which compliment his stats
nicely (unlike Agrias). In most other areas, however, Mustadio is merely
average or below average, making speed based or non-stat based secondaries
ideal.
Move:3
Jump:4
Class Evade: 18%
Inherents/Immunities: immune to Invite (Aerostar's Battle Mechanics Guide)
Equips: Guns, Knives, Hats, Robes, Clothes, all except female-only
accessories
Zodiac Compatibility: Good- Pisces, Aquarius Bad- Cancer, Capricorn
Best/Worst- Aries
Class Multipliers (credit to the BMG): HP MP PA MA Spd
100 75 95 100 115
Class Growth (also from the BMG): HP MP PA MA Spd
11 13 50 50 100
Level 99 stats (levels 1-99 as Engineer): HP MP PA MA Spd
287 99 13 11 13
Mustadio has the same Move and Jump as a Monk, which isn't too shabby. Since
you will be equipping a Gun most (but not all) of the time with Mustadio, Move
isn't that important. The Jump of 4 is nice because it allows Mustadio to get
to high ground pretty easily and safely Snipe away. His C-Eva is good; it's
just slightly below Monk and Samurai, giving him almost a one-in-five chance to
dodge attacks from the front.
Mustadio has excellent equipment options. Guns are considered to be one of the
top weapon classes in the game; their range is simply unmatched unless you get
really high with a long bow. The rare Guns also pack quite a punch. Knives
are kinda bleh; I guess you could use them if you are short on Guns. Hats are
great because of the stat bonuses they provide (speed especially). Clothes and
Robes are also great for the same reason. Accessory options are standard.
As you can see, Musty's stats are nothing to scream about. All of his level 99
stats are either average or sub-par, Spd being the exception. Growth is below
average; don't bother levelling up as an Engineer. Multipliers are decent,
except for Mp, but Speed is quite good. Mustadio's stats are unfriendly to
most secondaries, so levelling as another class (cough!NINJA!cough) is
reccommended.
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
Engineers use the Snipe abilities, probably acquired through extensive use and
expertise of the Gun. These skills are solely dependant on Spd and can be used
with any weapon. The range of these skills depends on the range of the weapon
you have equipped. This allows you to disable enemies from long range with a
Gun or temporarily shut down foes in a melee battle with a Sword.
Note: All the formulas in this section are from Aerostar's BMG.
Snipe description: "Engineer Job command. Changes enemy status by shooting at
specific parts of the body."
Formula for success % of Snipe abilities: (Speed+K)%, where K is a variable
assigned to each ability.
{Good compatibility, [1.25(Sp+K)]%
Thanks to Logic84>>>>>>>>>>>>>>>>{Bad compatibility, [0.75(Sp+K)]%
{Best compatibility, [1.50(Sp+K)]%
{Worst compatibiliy, [0.50(Sp+K)]%
Ability: Jp: K: Effect: Range: Note:
-------------------------------------------------------------------------------
Leg Aim 200 50 Don't Move depends on weapon
Arm Aim 300 50 Don't Act " " "
Seal Evil 200 70 Petrify " " " Works ONLY on Undead
-------------------------------------------------------------------------------
Leg Aim: Leg Aim is a nice way to keep an enemy from entering into battle.
This ability works great on units without ranged attacks, such as
Knights, Thieves, and a wide variety of monsters. This ability,
along with Arm Aim, is lessened in effectiveness at the end of the
game when many humans wear Thief Hats.
Arm Aim: Undoubtedly the best Snipe ability. Don't Act eliminates evade %s,
Reaction abilities, and of course disables the ability to Act. With
this guide you'll find ways to make this connect at high percentages.
You'll find yourself using Arm Aim more than any other Snipe ability.
Seal Evil: This is the most limited Snipe ability, but its damn good at what
it does. Allowing you to Petrify an Undead enemy at a high
percentage, this ability effectively eliminates an enemy in one
shot. Too bad the Undead aren't more abundant...
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide. Here you will find a variety of setups
for almost any situation. Each of these setups has been chosen for inclusion
because it can do exactly what it was designed to do better than similar
setups, giving you an optimized Mustadio to destroy things, assist your party,
or fit a certain theme. Some setups may be refined from several others to
yield the best results. Credit is given where its due for each setup, so be
sure to thank whoever created the setup you use when you see them on the
message board.
Note: All setups and commentary on them are by me unless otherwise indicated.
a. Chapter 2 Setups
-------------------------------------------------------------------------------
Chapter 2 is when Mustadio joins Ramza and Co. following his rescue from the
Bart Co. These setups are designed to be easily accessible because you haven't
had a whole chapter and a half to train him. Note: Regardless of whether or
not you like/are going to use Musty, make sure to hold on to him. You need to
have him in order to do the Cloud Quest.
-------------------------------------------------------------------------------
Engineer
Snipe Romanda Gun
Item nothing
Counter Tackle Green Beret
Gained Jp-UP Wizard Outfit
Move +1 Battle Boots
Once you get ol' Mustard Boy in your party set him up like this. This setup is
for gaining Jp and gaining it fast. Use potions on anyone who has any HP
damage to accrue Jp. Gained Jp-UP will bolster your training efforts and Move
+1 is just handy to have. Counter Tackle isn't really neccessary, but if you
have the extra Jp then get it. As for equips, everything is pretty standard.
The only piece of note is the Green Beret and it's +1 to Sp- it'll boost your
Snipe percentages slightly. You'll want to master Engineer as quickly as
possible (which won't take too long) in order to reap the stat benefits of
other Job classes.
-------------------------------------------------------------------------------
Chemist
Item Romanda Gun
Snipe nothing
Auto-Potion Green Beret
Attack UP Brigandine
Move +1 Battle Boots
This is a solid setup that, with some slight modifications as you progress,
could hold you through the whole game. Mustadio can attack from afar, heal
from afar, and Snipe from afar here. Auto-Potion is great defense and Attack
UP boosts gun damage. Again, the equipment is pretty standard and the best you
can buy. Oh yeah, don't forget to pick up Equip Change. I know it's a pain
and all, but it's actually useful later. :)
-------------------------------------------------------------------------------
Archer
Charge Lightning Bow
Snipe nothing
Speed Save Green Beret
Concentrate Brigandine
Move +1 Battle Boots
As an Archer, Mustadio can still Snipe and Attack from far away. Try to get a
couple lower Charges, Speed Save, and Concentrate. Speed Save works great with
Snipe- everytime you take damage, your percentages get better. Concentrate is
nice for later if you're Sniping with any weapon other than a gun as it gets
rid of pesky Shields and Mantles. The Lightning Bow will hurt the Squids you
see so often in the Lionel region, and all of the rest of the equips are the
best available.
-------------------------------------------------------------------------------
Knight- Xshortguy007
Battle Skill Romanda/Mythril Gun
Snipe Gold Shield
Counter/Blade Grasp Cross Helmet
Equip Gun Gold Armor
Move+(1/2/3)/Teleport Rubber Shoes
My Comments: This setup could go in either Ch. 2 or Ch. 3. All of the
equipment can be obtained in Ch. 2, but getting all of the skills before taking
on Queklain would be a little difficult. Regardless, it's an excellent setup
that gives Mustadio the ability to completely disable enemies and gives him
some HP and some defense just in case things get hairy.
-------------------------------------------------------------------------------
b. Chapter 3 Setups
-------------------------------------------------------------------------------
After giving Queklain a whipping and moving into Chapter 3, Mustadio should be
trained sufficiently to move into some higher-tier jobs and have learned some
more expensive abilities,and these setups reflect that. By now you should also
have raised Mustadio's brave and faith.
-------------------------------------------------------------------------------
Priest- by trampoline
White Magic Mithril Gun
Snipe nothing
Speed Save Green Beret
Equip Gun White Robe
Move Mp-UP Red Shoes
Giving a Priest a Gun and Snipe gives him a nice bit of offense that
compliments their speed. With Move Mp Up you shouldn't be running out of MP
soon, and with all of the regenerative magic at your disposal you can stay
alive and keep other characters alive for a long time. Speed Save works quite
well with Reraise, and Wall and Regen should help you not die when people stab
you, meaning even more Speed Saves. When you don't have any healing or positive
status to do, or you need to recharge for a little bit, just walk around
pumping holes into stuff.
My comments: Another rock-solid setup from trampoline. The White Robe gives
some great defense and the equips compliment both White Magic and Snipe.
-------------------------------------------------------------------------------
Engineer- by trampoline
Snipe Mithril Gun
Charge nothing
Speed Save Green Beret
Attack UP Power Sleeve
Move +2 Germinas Boots
Attack Up and Charge work well together, with a Mythril gun and Charge + 2 you
can be doing 104 damage with neutral compability. It focuses mainly on Speed
and Power since from so far away, not much is going to get at you. The Power
Sleeve is there for HP as it has no other effect on anything else, so feel free
to change it when armor with more HP becomes available or if you see some with
special attributes that may be more useful to your team.
My comments: A purely offensive Mustadio who can cover most maps almost
entirely. You'll need to keep him protected as he has little defense and his
counter will expire quickly after a few Speed Saves. To counter this, you may
want to use Auto-Potion at the expense of slightly higher Snipe percentages.
-------------------------------------------------------------------------------
Mediator
Talk Skill Mithril Gun
Snipe nothing
Auto-Potion Green Beret
Attack UP Wizard Robe
Move +2 Sprint Shoes
Now you can make use of Talk Skill with Mustadio. His Mithril Gun will be more
potent with Attack UP; Auto-Potion gives some defense to the fragil Mediator
Job class; Move +2 is there for mobility. The Green Beret and Sprint Shoes
help Snipe and the Wizard Robe kicks up Talk Skill with it's +2 MA. As a
Mediator, make sure to teach Equip Gun to Mustadio- you'll need it later.
-------------------------------------------------------------------------------
Engineer- Xshortguy007
Snipe Best Gun/Bare Fists
Steal nothing
Blade Grasp/Abandon Green Beret/Thief Hat/Flash Hat
Martial Arts Adaman Vest/Black Costume/Secret Clothes
Move +(1/2/3)/Teleport Sprint Shoes/Best Mantle
My comments: This specialty setup is quite nice. Mustadio will make an
excellent thief for your party like this. Martial Arts and the Sp boosting
equipment will net you good Steal %'s. Use Blade Grasp if you are using Sprint
Shoes; use Abandon if you're equipping a Mantle. Keep in mind that you can use
this setup in Ch. 4 too; I put it in Ch. 3 because the skills aren't too hard
to obtain.
-------------------------------------------------------------------------------
Engineer- Covenant, with a little input by me
Snipe Mithril Gun
Battle Skill nothing
Hamedo/Auto-Potion Green Beret
Attack UP/Defense UP Judo Outfit/Power Sleeve
Move+2/3 Germinas Boots/Sprint Shoes
Covenant's comments: A good general set-up for Mustadio before Stone/Elemental
Guns. This setup maximizes the chances of success for both Snipe and Battle
Skill while providing ample defense for a long-range unit. (Hamedo for
Archer-heavy story battles) (Attack UP for battles where you wish to break
equipment/parameters)
My comments: Err, I kinda had to cut and paste Covenant's comments...(sorry,
but they wouldn't fit my format the way you posted 'em). My input was just
filling in blank equipment spots with Ch. 3 equipment.
-------------------------------------------------------------------------------
c. The Rest of the Game
-------------------------------------------------------------------------------
Ahh, now we can finally cut loose with Mustadio. With all of the equipment
options in Ch. 4 and beyond, coupled with a well trained Mustadio will result
in some really awesome setups. If you don't have some of the rare equips seen
in these setups, substitute them with something similar (i.e. if you don't have
the Grand Helmet yet, use a Crystal Helmet). In these setups you'll also see
Teleport or Move +3. Use whichever you prefer, but I'd reccommend using
Teleport in the Deep Dungeon and on other maps with a lot of height variation
(like Zirekile Falls), and use Move +3 on more level maps (think Mandalia
Plains). If you don't have Move +3, then substitute +2.
-------------------------------------------------------------------------------
Engineer- trampoline
Snipe Blast Gun
Battle Skill nothing
Blade Grasp/Abandon Thief Hat
Equip Change Black Robe
Move+3 Sprint Shoes
All that really matters is speed with Mustadio, so I'd suggest getting him to
Ninja as quickly as possible. Equip change, I think, is the main part in my
set-up; with it he can switch to any gun he wants in case an enemy has low
faith or an elemental weakness. It's also nice if he wants to change some of
his armor for strategic, especially defensive, purposes -- changing to a Rubber
Costume is a thunder spell is being cast on him, any of the many accessories
available if he's in danger of a status spell, etc. He also has a pretty wicked
punch if you equip change to power boosting equipment ^_^ Blast gun is also
great with Battle Skill because of its high WP.
-------------------------------------------------------------------------------
Engineer- trampoline
Snipe Blast Gun
Time Magic/Draw Out nothing
Blade Grasp Thief Hat
Magic Attack UP Black Robe/Secret Clothes
Move+3 Sprint Shoes/108 Gems
The equips were meant to maximize Blast Gun's damage and his Speed. Black Robe
increases his damage by 25% and then Magic Attack Up increases it by 33% The
Haste from Draw Out or Time Magic will increase his speed by 50% and also offer
some extra Faith and MA based offense.
-------------------------------------------------------------------------------
Engineer- trampoline
Snipe Blast Gun
Jump nothing
Speed Save Thief Hat/Twist Headband
Defense UP Secret Clothes/Power Sleeve/Robe of Lords
Move+3/Teleport Sprint Shoes/Bracer
If he has 13 speed, the Jump will take 3 ctr, and when you reach 17 speed it
will take only 2 (that's as fast as a haste spell or a short charged fire
spell), but not until 26 speed does the ctr of jump decrease again. Change your
equips around to find the balance of speed and power that you want.
If you level up as a Mime/Knight, you'll have more PA and HP, and with the
proper equips (Thief Hat and Secret Clothes) you can still start off fast
enough to achieve the 2 clocktick Jump. Or you could go with power equips for a
slightly slower jump and eventually gain speed as the battle progresses with
Speed Save. Longetivity is further ensured with the Protect/Shell of the Robe
of Lords meaning more Speed Saves if you're willing to use the robe for him.
If you level up as a Ninja, you'll have the same average of PA and Speed as a
Mime (at best) only he won't have to rely on Secret Clothes to be able to reach
17 Speed and will have more PA than he would levelled up as a Knight with the
speed set-up. He'll have less HP though, but he won't really need the Speed
Saves as much anyway.
With this set-up, you can do up to 528 damage from 8 panels away at 3 ctr. and
up to 440 at 2 ctr. The Jumps should do more damage than gun shots would
usually do while still being able to ignore obstacles, but with a gun, Snipe is
still just as useful and with Leg Aim you can disable the enemy from 8 panels
away to set them up for your jumps, or just shoot them if you need an instant
hit.
24Q is the highest multiplier for gun damage, and 24 PA is the max amount of PA
Mustadio can have. The Damage formula for Jump is WP*PA so with a little bit of
charging you can do the amount of damage you would only be able to do with a
gun 10% of the time and if both you and the target were Faithed.
-------------------------------------------------------------------------------
Mediator- sirith1035
Talk Skill Blast (or any) Gun
Snipe nothing
Blade Grasp/Speed Save Thief Hat
Equip Change Secret Clothes
Move+3 108 Gems
This is my personal Favorite Mustadio. He is very versatile. He can use any
Spell Gun at anytime. The Damage the guns can do varies between 203-349
(Assuming 55 faith and neutral compatibility) Snipe is near godly against
Monsters and Humans without Hats.
-------------------------------------------------------------------------------
Ninja- a combination of setups by jsteen84 and myself
Throw Iga Knife
Snipe Koga Knife
Auto-Potion Twist Headband/Thief Hat
Concentrate/Attack UP Power Sleeve/Secret Clothes
Move+3 Bracer/Sprint Shoes/Germinas Boots
jsteen84: Wee! Mustadio! I don't know if this has been said before, gives two
chances to hit with snipe. Throw from afar.
My comments: I love this setup. You get a lot of power, range, and high Snipe
percentages. If you equip Germinas Boots, your Throw range will be 8 panels.
It's a lot like having a gun (maybe better?). You will have to get up close to
Snipe, but as jsteen84 said, you get two chances, almost guaranteeing a status
on the enemy. Auto-Potion is there because Musty will have low HP (VERY low
depending on your equipment choices). Concentrate will help Snipe (since you
don't have a gun), Throw, and regular attacks. You get a lot of freedom with
the equips, so choose whatever you want (more power or speed/%s).
-------------------------------------------------------------------------------
Two Knights
*******************************
Close-Combat- trcl986
Battle Skill Excalibur
Snipe Gold Escutcheon
Counter Grand Helmet
Concentrate Robe of Lords
Move+3 Feather Mantle
This may seem unusual, but if you really think, it would be okay, he is very
defensive, for once, he can cause good damage (350+) with his attacks, and he
will still have okay Snipe effectiveness, even though he has to be close, he
will have good accuracy, and if he misses and they counter, he can Counter
back.
My Note: Uhh, he won't Counter a Counter, but this is still an awesome setup.
*******************************
Long-Range
Battle Skill Any Gun
Snipe Kaiser Plate
Speed Save Grand Helmet
Equip Change Robe of Lords
Teleport Sprint Shoes
Here is a very durable Sniper setup for Mustadio. Battle Skill with a Gun is
great and Snipe will be pretty effective in this setup too. Since he'll have
lots of HP, I put Speed Save on to boost Snipe. Equip Change is for changing
Guns and Teleport is for getting to a nice Sniping perch. As for equips, the
Kaiser Plate (some people call it a Kaiser Plate, I call a Sling Plate, errrum)
will boost the Elemental Guns as well as provide decent evade. The Grand
Helmet and RoL are there for durability and the Sprint Shoes kick up Snipe.
-------------------------------------------------------------------------------
d. Theme Setups
-------------------------------------------------------------------------------
These setups are mainly Chapter 4, but aren't really the most effective setups
to put Mustadio in. They do, however, fit some sort of theme and are in here
for fun. Give these a shot; you just might be surprised.
-------------------------------------------------------------------------------
Mustadio 007- Xshortguy007, with a little input from me
Snipe Mithril Gun
Item/Steal nothing (GS another Mythril Gun if you want)
Sunken State Thief Hat
Defense UP Secret Clothes
Move+3 Germinas Boots
My comments: Here's a Mustadio setup thats been shaken, not stirred. My input
was just to add Steal, because Bond is always stealing from SPECTRE and
charming the ladies.
-------------------------------------------------------------------------------
Gene Starwind
Snipe Any Gun
Punch Art nothing
Abandon Thief Hat
Equip Change Rubber Costume
Move+3 Feather Mantle
Whod've thunk that everyones favorite Outlaw would make it into FFT? Gene's an
expert shot (Snipe), a good hand-to-hand fighter (Punch Art), is quick on his
feet (Abandon and Move+3), and can use pistols and a special gun that shoots
magic bullets (Equip Change). Gene almost always wields a gun in combat and
wears close-fitting black clothes (Rubber Costume). He also dons a cape on
occasion (Feather Mantle, which works great with Abandon).
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
This section will give you some advice on how to train Mustadio and what Jobs
to level him up in to get improved stats. Don't feel you have to follow this
advice to the letter because a point or two of PA or a point of Sp isn't going
to make too much of a difference, and the setups should be able to compensate
for any lack of speed or power on their own. If you want to optimize your
Mustadio, then you should follow this to the letter :).
*******************************************************************************
Training: Keep Mustadio as an Engineer until you learn all of the Snipes,
Move+1, and Gained-Jp UP. That shouldn't take too long. After you get that
done, open up some of the Job Tree, making sure to hit the following abilities
as you do so:
Chemist- Equip Change, at least Hi-Potion, Phoenix Down
Archer- a couple low Charges, Speed Save
Monk- Chakra, Counter
Geomancer- Attack UP
Mediator- Equip Gun
Time Mage- Teleport
Once you've got those under your belt, feel free to learn abilities from any
classes you want. By later on in the game, make sure you've got the
following:
Chemist- Auto-Potion, X-Potion, Remedy
Knight- All of the Breaks you can get your hands on
Archer- Concentrate
Ninja- Abandon
Samurai- Blade Grasp
Bard- Move+3
Oracle- Defense Up
If you have everything listed, you'll be able to complete most of the setups.
*******************************************************************************
Levelling: Here's some info on levelling, courtesy of trampoline. Mustadio
actually has decent stats as an Engineer, but if you want to pump him up a
little, follow trampoline's directions. Oh yeah, you'll only find stats that
are relevant to Mustadio's fighting, HP and Sp.
===============================================================================
These are his stats as an Engineer levelled in the given class.
Levelled down to one (from level 12) as an Engineer and then levelled to 99 as
a:
Ninja: 15 PA, 15 SP
Mime: 17 PA, 13 SP
Knight: 16 PA, 13 SP
Levelled to 99 without levelling down:
Ninja: 14 PA, 14 SP
Mime: 16 PA, 13 SP
Knight: 15 PA, 13 SP
Levelled as an Engineer: 13 PA, 13 SP
Mustadio seems to have an unfortunate 5% penalty in his PA multiplier. = /
===============================================================================
Since Sp is the most important stat for Snipe, levelling as a Ninja looks
pretty good. However, a point or two of Sp only means a slight increase in
Snipe percentages. So, it's basically up to you, the player. If you want more
PA and HP, level as a Knight. If Snipe percentages are everything to you, go
for Ninja. And if you have the patience to level up as a Mime, then go for it
(the rewards are quite nice).
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Notable Sandwich says: If you're around the same level as Mustadio a good
place to level him is Zigolis Swam or Zeklaus desert because of the high number
of undead you usually fight there and seal evil usually has a high success
rate, that way you can take down the enemies without having to have four monks
with him using chakra. Another strategy that works well if you've been mass
leveling and need to catch him up is take out all the enemies on the field
except one and have your level 12 Mustadio attack your level 43 characters
he'll usually get close to 30 exp a turn
-------------------------------------------------------------------------------
trampoline says: All that really matters is speed with Mustadio, so I'd
suggest getting him to Ninja as quickly as possible. Equip change, I think, is
the main part in my set-up; with it he can switch to any gun he wants in case
an enemy has low faith or an elemental weakness. It's also nice if he wants to
change some of his armor for strategic, especially defensive, purposes --
changing to a Rubber Costume is a thunder spell is being cast on him, any of
the many accessories available if he's in danger of a status spell, etc. He
also has a pretty wicked punch if you equip change to power boosting equipment
^_^ Blast gun is also great with Battle Skill because of its high WP.
-------------------------------------------------------------------------------
5. Meliadoul
-------------------------------------------------------------------------------
Meliadoul Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/15/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
a. Chapter 4/The Rest of the Game
b. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Meliadoul Tingel is the third character to be FAQ'ed. She has always been
thought of as powerful but very limited (Mighty Sword is useless against
monsters). Also, many people don't use her a lot because she joins you so late
in the game and the rest of your characters have had 3 and a half chapters of
training. The goal of this FAQ is to exploit Meliadoul's power to the fullest
degree and to find ways to get around her limitations. As always, much thanks
to the posters at the Final Fantasy Tactics Message Board at www.gamefaqs.com.
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Meliadoul Tingel Quote: "When you feel someone's more important
than yourself, it may be love..."
Birthdate: December 24 (From Notti's Deep Dungeon Guide+)
Zodiac Sign: Capricorn
Base Job: Divine Knight
Job Description: Holy Knight who pledges his loyalty and devotion to God. He
takes holy orders with his sword.
Profile: Meliadoul is a powerful Divine Knight under Vormav, her father. Mel
is about a year older than Ramza. She joins Ramza to find the truth.
Meliadoul seems fairly emotional, as seen in her quote and in-game
dialogue. Meliadoul is a fierce fighter, and a caring person with a
strong sense of right.
History: Meliadoul Tingel is the daughter of Vormav Tingel and the sister of
Izlude Tingel. She most likely lived in Murond, as that is the base
of the Divine Knights. Little is known about her early life; it can
be assumed she lived with her father and began training to become a
Divine Knight at a fairly young age. When her father set forth his
plan to collect the stones, he manipulated Meliadoul into thinking it
was the right thing to do. For more information on Vormav's plan,
play the game :) Anyhow, after the events at Riovanes where Vormav
went on a killing spree that resulted in the death of his son Izlude,
he must've told Meliadoul that it was Ramza and Co. responsible for
ALL of the carnage. Obviously being very upset at the death of her
little brother, she either set out/was sent out to kill Ramza,
meeting him at Bervenia Free City (CH. 4). Ramza manages to defeat
her and her squad, but Meliadoul escapes, vowing to someday exact her
revenge. Eventually she becomes suspicious of her father, and when
she sees Marquis Elmdor, a close friend of her father, transform into
a Zodiac Beast, she knows something is wrong. Zalera (Elmdor) then
tells her the truth about her father. Mel is shocked, but she
decides to help Ramza. After the battle, Meliadoul offers to join
Ramza in order to stop her father.
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Meliadoul has very nice stats for an offensive character. She has very high PA
for a female (higher than any other female you can get, I believe), which
compliments her Mighty Sword techniques and the weapons she uses. All of her
stats reflect that she's designed to be a killing machine. For secondaries,
you'll want to go with PA based or non-stat based ones, but since her MA and Sp
are decent, you'll be able to get away with pretty much anything.
Move:4
Jump:3
Class Evade: 12%
Inherents/Immunities: immune to Invite (Aerostar's Battle Mechanics Guide)
Equips: Swords, Knight Swords, Spears, Crossbows, Shields, Helmets, Robes,
Armor, Clothes, and all accessories.
Zodiac Compatibility: Good- Taurus, Virgo Bad- Aries, Libra
Best/Worst- Cancer
Class Multipliers (credit to the BMG): HP MP PA MA Spd
125 80 120 90 105
Class Growth (also from the BMG): HP MP PA MA Spd
10 15 39 50 100
Level 99 stats (levels 1-99 as Divine Knight): HP MP PA MA Spd
359 88 16 13 12
Meliadoul's move range of 4 is great for a physical class to have. Her jump of
3 is standard. She has a C-Ev of 12%; nothing special there. However, her
ability to equip shields makes up for it.
Meliadoul has extremely versatile equipping options. The WA of Knight Swords
power up Mighty Sword. She can also equip Spears and Crossbows which are good
for fighting monsters (you don't have to worry about counter attacks). Mel can
equip Helmets and Ribbons; this is the only weak area of her options. For
bodywear, Miss Tingel can equip the full array: Armor, Robes, and Clothes,
which is simply awesome. Meliadoul can equip every accessory.
Looking at her stats, it's easy to see that Meliadoul is in good shape for the
job she does. She is above average in every parameter (for being a female
fighter). Her HP will allow her to take a few hits an she's able to cast a few
spells before being spent. PA is great, and MA is pretty good. Her 12 Sp is
nice, as it will increase to 18 with Haste.
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
Divine Knights make use of Mighty Sword skills- special techniques that deal
damage by ripping through equipment (destroying it) and into the wearer of it.
The only limitation of these skills is that the target must have equipment on
in order to work, therefore redering them useless against monsters. A Sword or
Knight Sword is needed to perform these techniques.
Note: All the formulas in this section are from Aerostar's BMG.
Mighty Sword description: Divine Knight Job Command. Secrets penetrate even
through the enemys' equipments.
Formula for
Mighty Sword attacks: PA * WP
Good compatibility, (PA + [PA/4]) * WP
Bad compatibility, (PA - [PA/4]) * WP
Best compatibility, (PA + [PA/2]) * WP
Worst compatibility, (PA - [PA/2]) * WP
Ability: Jp: Effect: Range:
-------------------------------------------------------------------------------
Shellbust Stab 200 Destroys Armor 3/1 (Up to 3 panels away, hits 1
panel)
Blastar Punch 400 Destroys Helmet 3/1 (Up to 3 panels away, hits 1
panel)
Hellcry Punch 500 Destroys Weapon 3/1 (Up to 3 panels away, hits 1
panel)
Icewolf Bite 800 Destroys Accessory 3/1 (Up to 3 panels away, hits 1
panel)
-------------------------------------------------------------------------------
Shellbust Stab: I rank this ability second among the Mighty Sword techniques.
The only reason to break armor is to lower max HP/MP, get rid
of a special condition (strengthen element, immune to death,
etc.), or to lower parameters (ex.,Power Sleeve's +2 PA).
Overall a good ability, but not the best.
Blastar Punch: Well, You get to destroy someone's hat. The main advantage of
this is destroying Thief Hats and their +2 Sp, but that's
about it. Blastar Punch ranks third, but just barely below
Shellbust because it's more expensive.
Hellcry Punch: Oh yeah! Hellcry is top dawg of the Mighty Sword skills.
Destroying someone's weapon (especially a fighter) renders
them impotent in many cases.
Icewolf Bite: Coming in last is... Icewolf Bite. In theory and duelling,
it's an excellent ability. No more Chantage, Setiemson, or
Angel Ring etc. But that's in theory/duelling. In game,
Icewolf isn't nearly as useful because the enemies you
encounter don't equip the elite accessories.
Note on Abilities: Since they all do the same damage, use whichever one you
find to be most useful for a given situation. The ranks I
gave were based on usefullness overall.
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide. Here you will find a variety of setups
for almost any situation. Each of these setups has been chosen for inclusion
because it can do exactly what it was designed to do better than similar
setups, giving you an optimized Meliadoul to destroy things, assist your party,
or fit a certain theme. Some setups may be refined from several others to
yield the best results. Credit is given where its due for each setup, so be
sure to thank whoever created the setup you use when you see them on the
message board. As a side note, remember to bring Meliadoul into battle at
Inside of Murond Temple for some interesting dialogue between her and her
father.
Note: All setups and commentary on them are by me unless otherwise indicated.
a. Chapter 4/The Rest of the Game
-------------------------------------------------------------------------------
Divine Knight (early)
Mighty Sword Excalibur/Ice Brand
Item Crystal Shield/Aegis Shield
Counter Tackle Crystal Helm/Genji Helm
Gained Jp UP Power Sleeve/Black Robe
Move +1 Germinas Boots/Bracer/108 Gems
This setup will hold you over until you unlock a few classes and learn some
more abilities. You'll probably deal the most damage with the Ice Brand/Black
Robe/Bracer combo (as Mel's brave is still low) when fighting monsters, but at
the sacrifice of extra speed and Mighty Sword damage. Use whatever you feel
is best.
-------------------------------------------------------------------------------
Divine Knight- from setups by trampoline and Ex Soldier Cloud
Mighty Sword Javelin II/Chaos Blade/Excalibur
Jump/Battle Skill Escutcheon II
Abandon Ribbon
Equip Change Power Sleeve/Secret Clothes
Teleport/Move+2 Setiemson/Sprint Shoes
trampoline's comments:Chaos Blade or Javelin II, great Jump damage from either.
Just Jump if there aren't any human enemies around, she has a nice speed
multiplier which just squeeks her passed 11 speed. She's another one that
really benefits from Equip Change with all of her equipment options switching
Setiemson for Excalibur if you feel like it, Power Sleeve for something more
defensive like Reflect Mail or Secret Clothes (if you just really need the
speed). Change to a Gastrafitis (infinite verticle tolerance) if you're in a
situation where you might need it.Equipment options, yum.
Ex Soldier Cloud's comments: This is just to have fun. Meliadoul's equipment
allows her to get the first attack, and if she doesn't, it allows her to
survive (high evade + transparency = overload). Immediately she can switch to
a spear and begin powerful jumps, or switch to a crossbow and lower stats with
Battle Skill. She should also switch other things around, like equipping
Setiemson as a substitute for Excalibur, or a Ribbon to block status
protection.
-------------------------------------------------------------------------------
Divine Knight (Random Battle)- by trampoline
Mighty Sword Javelin II
Yin-Yang nothing
Blade Grasp Ribbon/Grand Helmet
Two Hands Power Sleeve/Robe of Lords
Move+2 Setiemson
Sort of kills Mighty Sword, but it causes extreme (999) damage. Makes her a
great front-line fighter, especially with her 4 move. Yin Yang gives her some
range, and it gives her a sort of Uber Oracle of Death feel.
-------------------------------------------------------------------------------
Geomancer
Elemental Ice Brand
Mighty Sword Kaiser Plate/Ice Brand
Abandon/Blade Grasp Thief Hat/Flash Hat
Attack UP/Two Swords Robe of Lords
Move+2/Teleport Genji Gauntlet/108 Gems
Aaahhh, a Meliadoul setup that's not in the Divine Knight class:) This
versatile setup can handle monsters and humans just fine. For humans, I'd
reccomend Attack UP/Abandon/Kaiser Plate/Genji Gauntlet. This yields maximum
Mighty Sword damage. For random battles/monsters, go with Two Swords/Blade
Grasp/108 Gems for great melee damage. Elemental will be strong either way. As
far as choosing between the Thief Hat and Flash Hat, it all comes down to
whether you want a point more of Sp or MA.
-------------------------------------------------------------------------------
If Summoning is your thang- 2 setups, the first by me and the second by Notti
Summoner
Summon Rune Blade
Mighty Sword nothing
Auto-Potion Flash Hat
Equip Sword Robe of Lords
Teleport Sprint Shoes/Red Shoes/108 Gems
Here's a nice Summoner build. You have powerful summoning (up to +5 MA) and
the ability to break equipment and deal a little damage on the side if you run
out of MP or summoning would take too long. The Robe of Lords and Auto-Potion
will give you ample protection if you want to get up close and personal
*******************************************************************************
Divine Knight
Mighty Sword Rune Blade
Summon Magic Aegis Shield
Auto-Potion Grand Helmet/Ribbon
Magic Attack UP Robe of Lords
Teleport Sprint Shoes/Red Shoes/108 Gems
Do you think she would be a bit better off as... [above]
My comments: Yeah, she just might be. You'll get more summoning power as a
Summoner, but Mighty Sword suffers a lot. I guess it all comes down to
preference. Oh yeah, I suggest equipping an Ice Brand and 108 Gems for Notti's
setup- powers up Summons, Mighty Sword, and your standar physical attack.
-------------------------------------------------------------------------------
Divine Knight- a combination of setups by Sullilex and Kantolin
Mighty Sword Excalibur
White Magic Aegis Shield
Weapon Guard/Blade Grasp Ribbon/Flash Hat
Short Charge/Equip Change Robe of Lords/Wizard Robe
Move +2 Chantage/Genji Gauntlet
Sullilex's comments: Can heal, revive, has Auto-MBarrier, a total of +2 PA and
+2MA, and she always has a short-charged, Excalibur-enhanced Holy to decimate
anyone with Maintenence or any monsters. Ribbon helps protect her from status-
based enemies(Assasins, Cocatoris, pretty much anything in the Fear skillset,
etc.)
And yes, Meliadoul is really underrated.
Kantolin's comments: Pretty standard. Equip Change lets her swap the sword for
a spear or crossbow when you run out of humans, while Excaliber allows her to
either get her first turn quickly to swap weapons, or to use with mighty sword.
White magic is there as she's my healer. It can easily be replaced by Summon,
draw out, or Black.
My comments: Well, Excalibur doesn't enhance Holy, it only absorbs it. Still,
you have a powerful self-healing spell in Holy with this setup. Alternately,
you could equip a Chaos Blade if you want to power up Mighty Sword, sacrificing
speed. This very defensive Meliadoul is quite similar to the Agrias/Priest
hybrids and does the job just as well.
-------------------------------------------------------------------------------
Divine Knight- by Kantolin, with input from me
Mighty Sword Excalibur/Chaos Blade
Time/Yin-Yang Magic Escutcheon II
Blade Grasp Grand Helmet
Equip Change Maximillian/Robe of Lords
Move+2 Bracer/Setiemson
Kantolin's comments: This basically takes advantage of the fact that Time and
Yin magic depend on faith and not MA, so different stats can be boosted.
My comments: If you're gonna equip a Setiemson, you might as well slap on a
Chaos Blade too. Maximillian if you need HP, Robe of Lords for MP and
protective statii. This Meliadoul can tackle all situations thanks to her
secondary and Equip Change.
-------------------------------------------------------------------------------
Divine Knight (Story Battles/Humans)- RamzaBeoulve259 and LordMagus
Mighty Sword Chaos Blade
Draw Out/Punch Art Aegis Shield/Escutcheon II
Blade Grasp/Abandon Ribbon
Attack UP Maximillian/Robe of Lords
Teleport/Move HP-UP Chantage/Setiemson
Lord Magus' comments: Standard female Tank setup... [the following is his sig
on gameFAQs, which I feel is quite appropriate] "Say, can you hear that? It's
the sound of the Reaper..."
My comments: This is the standard power setup for Meliadoul, and it will most
likely yield the most Mighty Sword damage. It's an all-around good setup, but
it will suffer a little against monsters. Equip the Robe of Lords if you can
spare it and go with Abandon if you are using the Escutcheon II. You can flip
a coin to choose between Draw Out and Punch Art.
-------------------------------------------------------------------------------
Divine Knight- MindWanderer and myself
Mighty Sword Chaos Blade
Jump Excalibur
A Save Ribbon/Grand Helmet
Two Swords Reflect Mail/Power Sleeve
Teleport Chantage
My comments: This is another "Tank" setup. Make sure to equip the Chaos Blade
in the top hand to receive it's WP in the equation for Mighty Sword damage.
The Excalibur is there for Haste and a good second attack with Two Swords. Go
with either Ribbon or Grand Helmet; whatever's available. If you think magic
might be a problem for Meliadoul, go with the Reflect Mail; otherwise use the
Power Sleeve. Chantage provides all the protection you'll need. The abilities
are pretty self-explanatory: Jump for long range, Mighty Sword for mid range/
up close, A Save for power (don't worry about dying, you have Chantage). Have
fun with this one, you dirty little CHEEZEmeister >:)
-------------------------------------------------------------------------------
Ninja
Throw Ice Brand/Rune Blade
Mighty Sword Ice Brand/Rune Blade
Blade Grasp Thief Hat/Twist Headband
Equip Sword Power Sleeve
Move+2 108 Gems/Chantage
A Mel that's fast as hell... Go with the Ice Brands and 108 Gems if you're
willing to be a little more risky for some more power, otherwise use the twin
Rune Blades and Chantage if Meliadoul won't be very well protected by her team.
If you equip the Twist Headband, you'll probably want to equip the Chantage,
but hey, it's up to you. I didn't list Teleport as an option because Move+2
increases Throw range. This Meliadoul setup can combat Humans and Monsters
quite well.
-------------------------------------------------------------------------------
b. Theme Setups
-------------------------------------------------------------------------------
Beatrix from FF9- by MidnightBlue9999
Divine Knight
Mighty Sword Ragnarok
Math Skill Save the Queen
Damage Split Crystal Helm
Two Swords Crystal Mail
Move+2 Chantage
I never actually got to test this one out but I based this one on Beatrix from
ff9 to an extent. Try it and see if you like it ^-^
-------------------------------------------------------------------------------
Like Father Like Daughter
Divine Knight
Mighty Sword Rune Blade
nothing Crystal Shield
Counter Crystal Helmet
Defense UP Crystal Mail
Move+1 Elf Mantle
This is the same setup as Vormav (Inside Murond). Not a very good setup, but
if you're dying to have Vormav on your team and you don't have a GS....
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
To be frank, there isn't much strategy involved in levelling and training
Meliadoul. She joins you towards the end of Chapter 4, and at that point your
party is already very well trained and likely around lv. 40-50. Also, Divine
Knight is probably the best job to train as- getting 1 extra point of Sp isn't
that important because you'll still only get 6 more from haste and Mime isn't
much better, so it's not really worth the trouble. So, just train like mad to
catch Meliadoul up to the rest of your party.
*******************************************************************************
Training: As a Divine Knight, learn all of Meliadoul's Mighty Sword skills,
Gained-Jp UP, and Move +1. From there, open up the Job tree and train like
there's no tomorrow. Here is a checklist of skills you won't want to miss:
Chemist- Equip Change, Auto-Potion, P. Down, Potions, Remedy
Knight- Equip Sword
Monk- Chakra, Wave Fist, Earth Slash, Counter, Move-HP UP
Thief- Move +2
Time Mage- Teleport, some good Time Magics
Priest- some good White Magics
Oracle- some good Yin-Yang Magics
Geomancer- Attack UP, some commonly found Elementals (ex., Hell Ivy)
Lancer- Vertical and Level Jump 8
Samurai- Blade Grasp, Kiyomori, Masamune, a couple offensive Draw Outs
Ninja- Two Swords, Abandon, a variety of Throws (depends on what you have)
If you get all of those, you'll be in pretty good shape. But that doesn't mean
it's time to stop training. Get any other abilities you want.
*******************************************************************************
Levelling: To be honest, levelling up as a Divine Knight is probably the best
thing to do. Mel's class has great stats (unlike Agrias and Mustadio), so it
isn't worth the trouble to try levelling up as a Mime. You'll have to spend a
long time in Ninja to get an extra speed point because Meliadoul just squeaks
past the 12 point margin in her base class. Besides, I don't think the extra
speed point would be worth it since it's an odd number (13), meaning you'll
still only get 6 extra with haste. Your HP will suffer slightly if you spend a
long time as a Ninja as well. Just for fun, here are some stats:
1-99 as Divine Knight:
16 PA, 13 MA, 12 Sp
1-43 as Divine Knight, then to 99 as Ninja:
16 PA, 13 MA, 12 Sp (SAME AS 1-99 DIVINE KNIGHT)
1-43 as Divine Knight, then to 99 as Mime:
16 PA, 13 MA, 12 Sp (SAME AS 1-99 DIVINE KNIGHT)
*******************************************************************************
Now if you want to level down, things change a bit. Divine Knight is still a
solid class to level in, but Mime and Ninja show their advantages this time.
43-1 as Chemist, 1-99 as Divine Knight:
21 PA, 13 MA, 12 Sp
43-1 as Chemist, 1-99 as Ninja:
20 PA, 13 MA, 13 Sp
43-1 as Chemist, 1-99 as Mime:
23 PA, 15 MA, 12 Sp
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
*YOUR INFO COULD BE HERE*
-------------------------------------------------------------------------------
*YOUR INFO COULD BE HERE*
-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------
6. Orlandu
-------------------------------------------------------------------------------
Orlandu Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/23/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
a. Chapter 4/The Rest of the Game
b. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Cidolfas Orlandu is the fourth character to be FAQ'ed. Many will argue that he
doesn't need an FAQ, being that he's always been in the running for strongest
character in the game (there has yet to be a unanamous decision...). Despite
that, I'm making this FAQ so everyone can have a variety of information about
Orlandu and so the tactlically challenged will have some help using the
character that killed a lot of challenge in FFT. As always, thanks to the
posters at the Final Fantasy Tactics Message Board found at GameFAQs.com.
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Cidolfas Orlandu Quote: "I learned long ago to cover my back and
attack from behind."
Birthdate: November 10 (From Notti's Deep Dungeon Guide+)
Zodiac Sign: Scorpio
Base Job: Holy Swordsman
Job Description: "Martial art expert who is one of the best knights. His
swordsmanship has no match."
Profile: Cidolfas Orlandu (a.k.a. 'Thundergod Cid') is a Goltana general and
commander of the mighty Nanten Knights. Cid is about 40 years older
than Ramza and was a good friend of Ramza's father, the late Balbanes
Beoulve. Cid is also one of the lands most feared warriors, equalled
only by Balbanes and (supposedly) Zalbag. Cid has a strong sense of
justice; allying with Ramza to make things right in Ivalice.
History: Little is known about Orlandu's early days. He was likely from a
noble family and became a soldier at a fairly young age. During the
50 Year War, Orlandu became a highly skilled soldier and earned the
rank of Holy Swordsman. He also was granted command of the Nanten
Knights and became a general. During the war he also adopted Olan
Durai, the son of his slain comrade. After the death of king
Omdolia, Orlandu sided with Goltana. However, Orlandu saw no reason
for fighting and tried many a time to persuade Goltana and his aids
to stop, which eventually (and with some manipulation by Delita) gets
Orlandu thrown in prison. When Ramza is opening the Dam, Delita
kills Goltana and someone dressed as Orlandu, allowing the real Cid
to escape. He joins Ramza, vowing to stop the Church's injustice and
to save Ivalice.
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Plain and simple, Orlandu has kick-ass stats. As far as characters you can
get, Orlandu's stats are second only to Reis. He has high EVERYTHING, perfect
for his roles of Supreme Kicker of Asses and Challenge Destroyer. Cid is the
shizzle; fo' rizzle.
Move: 4
Jump: 3
Class Evade: 20%
Inherents/Immunities: immune to Invite (Aerostar's Battle Mechanics Guide)
Equips: Swords, Knight Swords, Katanas, Ninja Swords, Shields, Helmets, Robes,
Armor, Clothes, and all accessories (except female only).
Zodiac Compatibility: Good-Cancer, Pisces Bad- Leo, Aquarius
Best/Worst-Taurus
Class Multipliers (credit to the BMG): HP MP PA MA Spd
160 120 122 100 110
Class Growth (also from the BMG): HP MP PA MA Spd
10 11 42 42 100
Level 99 stats (levels 1-99 as Holy Swordsman): HP MP PA MA Spd
492 156 19 12 13
Orlandu's Move and Jump ranges are pretty darn good. His C-Ev is great, he
has a 1 in 5 chance of avoiding attacks from the front.
Ol' Cid has some amazing equipment options. As far as weapons go, you'll
mostly be using Knight Swords, but being able to equip the rest is nice. Cid
can equip hats, which are superior to helmets in every way (Thief Hat rocks).
He can equip the full array of bodywear- Armor (meh), Clothes (now we're
talkin'), and Robes (HOOO-YEAH! That's what I'm talking about!). Accessories
are the standard for males.
Thunder God Cid's stats need little explanation. They kick ass for almost any
job. Pretty good for an old man.
-------------------------------------------------------------------------------
4. Abilities
-------------------------------------------------------------------------------
As a Holy Swordsman, Orlandu can make use of sword skills from three different
classes- Holy Knight, Divine Knight, and Dark Knight (Gafgarion). This gives
him a lot of versatility (and cheapness). I'll list the abilities by their
originations (Holy Sword, Mighty Sword, and Dark Sword). For all of these
abilities, you must have a Sword or Knight Sword equipped, and for Mighty Sword
the target must have the specified type of equipment on and not be using
Maintenance.
Note: All the formulas in this section are from Aerostar's BMG.
All Swordskill description: "Holy Swordsman Job command. Slaughters enemies
with various sword skills."
*******************************************************************************
Formula for
Holy Sword attacks: PA*(WA+K), where K is a variable assigned to each ability
For Good compatibility, (PA+[PA/4])*(WA+K)
For Bad compatibility, (PA-[PA/4])*(WA+K)
For Best compatibility, (PA+[PA/2])*(WA+K)
For Worst compatibiliy, (PA-[PA/2])*(WA+K)
Ability: Jp: K: Added Effect: Range:
-------------------------------------------------------------------------------
Stasis Sword 100 2 Stop 2/2v0 (2 panels away, + radius, no
height tolerance)
Split Punch 400 3 Death Sentence 3v2/1 (3 away and 2 up/down, 1 panel
radius)
Crush Punch 500 2 Dead 3v1/1 (3 away and 1 up/down, 1 panel
radius)
Lightning Stab 700 4 Silence 3/2v1 (3 away, + radius, +/- 1 height
tolerance)
Holy Explosion 800 5 Confusion 4dir/5 (5 panels straight in 4
direction, +/- 2 height)
-------------------------------------------------------------------------------
Stasis Sword: The basic Holy Sword skill. It's power is nothing to scream
about, but it can hit multiple targets and the added effect is
very nice. This skill will tide you over until you get the Jp
for Lightning Stab.
Split Punch: This is the black sheep of the Holy Sword skillset. You can only
target one enemy, and the added status is Death Sentence.
Whoop-de-doo. It is more powerful than Stasis Sword, so only use
it if Stasis Sword can't finish off an enemy.
Crush Punch: Not a bad ability. Its range isn't great, but the added status
is awesome. If you can't kill an enemy outright with Lightning
Stab or Holy Explosion, or if you're in a tight spot and need to
make some quick kills, take a chance with Crush Punch. This one
has the same power as Stasis Sword, so only use it when you can't
target multiple enemies.
Lightning Stab: The cream of the crop when it comes to Holy Sword skills.
Range, power, multiple targets, this one has got it all.
Silence is usually a good thing in Tactics, but in this case
it has no point. Why, you ask? With the help of this guide,
you should have no problem KILLING mages in one hit, so
silence is kind of redundant.
Holy Explosion: No other Holy Sword skill matches Holy Explosion in power. It
also has a nice status effect in Confusion. There's nothing
funnier than seeing a recently criticaled Dark Behemoth go and
kill a Morbol :) The only thing hurting this skill is range.
You can hit several targets at once, but they have to be lined
up. Holy Explosion also lacks the vertical range of Lightning
Stab, putting it in second place.
*******************************************************************************
Formula for
Mighty Sword attacks: PA * WP
Good compatibility, (PA + [PA/4]) * WP
Bad compatibility, (PA - [PA/4]) * WP
Best compatibility, (PA + [PA/2]) * WP
Worst compatibility, (PA - [PA/2]) * WP
Ability: Jp: Effect: Range:
-------------------------------------------------------------------------------
Shellbust Stab 200 Destroys Armor 3/1 (Up to 3 panels away, hits 1
panel)
Blastar Punch 400 Destroys Helmet 3/1 (Up to 3 panels away, hits 1
panel)
Hellcry Punch 500 Destroys Weapon 3/1 (Up to 3 panels away, hits 1
panel)
Icewolf Bite 800 Destroys Accessory 3/1 (Up to 3 panels away, hits 1
panel)
-------------------------------------------------------------------------------
Shellbust Stab: I rank this ability second among the Mighty Sword techniques.
The only reason to break armor is to lower max HP/MP, get rid
of a special condition (strengthen element, immune to death,
etc.), or to lower parameters (ex.,Power Sleeve's +2 PA).
Overall a good ability, but not the best.
Blastar Punch: Well, You get to destroy someone's hat. The main advantage of
this is destroying Thief Hats and their +2 Sp, but that's
about it. Blastar Punch ranks third, but just barely below
Shellbust because it's more expensive.
Hellcry Punch: Oh yeah! Hellcry is top dawg of the Mighty Sword skills.
Destroying someone's weapon (especially a fighter) renders
them impotent in many cases.
Icewolf Bite: Coming in last is... Icewolf Bite. In theory and duelling,
it's an excellent ability. No more Chantage, Setiemson, or
Angel Ring etc. But that's in theory/duelling. In game,
Icewolf isn't nearly as useful because the enemies you
encounter don't equip the elite accessories.
Note on Abilities: Since they all do the same damage, use whichever one you
find to be most useful for a given situation. The ranks I
gave were based on usefullness overall.
*******************************************************************************
Formula for
Dark Sword attacks: Drains PA * WP
Good compatibility, (PA + [PA/4]) * WP
Bad compatibility, (PA - [PA/4]) * WP
Best compatibility, (PA + [PA/2]) * WP
Worst compatibility, (PA - [PA/2]) * WP
Ability: Jp: Drains: Range:
-------------------------------------------------------------------------------
Night Sword 250 HP 3/1 (Up to 3 panels away, hits 1
panel)
Dark Sword 500 MP 3/1 (Up to 3 panels away, hits 1
panel)
-------------------------------------------------------------------------------
Night Sword: The best of the Dark Sword abilities and one that you'll find
Orlandu using quite frequently. It damages the enemy and gives
that much back to you. Perfect for situations where you are low
on health or can kill an enemy with it to get back to full HP.
Dark Sword: The worst of the Dark Sword abilities and the worst of Orlandu's
abilities. Unless you really need MP for some reason, it's always
better to just kill your target (Orlandu will have no problem
doing so). You will rarely find yourself using this ability, but
at least it's good for what it's designed to do.
*******************************************************************************
-------------------------------------------------------------------------------
5. Setups
-------------------------------------------------------------------------------
This section is the meat of the guide. Here you will find a variety of setups
for almost any situation. Each of these setups has been chosen for inclusion
because it can do exactly what it was designed to do better than similar
setups, giving you an optimized Orlandu to destroy things, assist your party,
or fit a certain theme. Some setups may be refined from several others to
yield the best results. Credit is given where its due for each setup, so be
sure to thank whoever created the setup you use when you see them on the
message board.
Note: All setups and commentary on them are by me unless otherwise indicated.
a. Chapter 4/The Rest of the Game
-------------------------------------------------------------------------------
Holy Swordsman (early)
All Swordskill Excalibur
Item Crystal Shield
Weapon Guard Flash Hat
Gained-Jp UP Power Sleeve
Move +1 Bracer/Battle Boots
You know you saw it coming... it's the obligatory right-when-you-get-them
setup, courtesy of Actionrat (that's me!)! The sad thing is, this Orlandu
could easily last you for the whole game *throws up, sickened by the sheer
power of Orlandu*. Ahem, make sure to learn all of Orlandu's abilities and so
you can train him in other classes to get some good skills (as if he needed any
more *up-chucks again*).
-------------------------------------------------------------------------------
Holy Swordsman- trampoline
All Swordskill Excalibur
Punch Arts Escutcheon II
Abandon Thief Hat
Attack UP Power Sleeve
Move+3/Teleport Bracer
Nice Earth Slash damage if he's too far away for Holy Sword, and some ok
support abilities in Revive and Chakra.
-------------------------------------------------------------------------------
Orlandu the Hunter- MidnightBlue9999
Holy Swordsman
All Swordskill Chaos Blade
Punch Art Escutcheon II
Counter Twist Headband
Secret Hunt Robe of Lords
Move+3 Bracer
With this setup he's an extremly fast poacher that you would WANT to get hit.
His attacking and countering will guarantee an easy poach.
My comments: Even though this is a more specialized setup, it still works very
well for general fighting. The Robe of Lords is key here- you'll need Protect
in order to dish out enough Counters while you're still alive.
-------------------------------------------------------------------------------
Holy Swordsman- TG Cloud, Covenant, trampoline
All Swordskill Chaos Blade
Punch Art/Draw Out Excalibur
Blade Grasp Thief Hat/Twist Headband
Two Swords Power Sleeve/Robe of Lords
Move+3/Teleport Bracer
TG Cloud's comments: Yup, the usual invincible Kill everything in one hit type
of setup, but come on give him an sword and give TG Cid a allsowrdsskill and he
can kill anything in 1-3 shots.
Covenant's comments: Of course, you could always substitute the Robe of Lords
in for the Power Sleeve, but I wouldn't recommend it as Orlandu does not need
Protect and Shell or the additional HP, MP, and MA and you could also give him
Teleport if that's your style. The only change I would recommend is changing
Two Swords to Attack UP if you level him up enough to still get max damage with
an Excalibur
trampoline's comments: He does 999 damage with 25 PA, which he'll eventually
get with this set-up. Long range and healing/support status with Draw Out.
-------------------------------------------------------------------------------
Holy Swordsman, low faith
All Swordskill Chaos Blade/Excalibur
whatever Escutcheon II
Abandon Thief Hat
Attack UP Robe of Lords
Move+3 Feather Mantle
This Orlandu is nigh-untouchable. The only way to have a decent chance of
hitting him is from behind, in which case the Robe of Lords will provide him
with ample defense. Should he get hurt, a Night Sword and the Regen from the
Chaos Blade will get him back on his feet. You can go with Excalibur if you
want extra speed. In a standard game (not duelling or anything), almost no
enemies will be able to stand up to this Orlandu. So congratulations, you've
now conquered FFT. There is no challenge left. You might as well *gasp* go
play another game. In the world of FFT, if God was one of us, this is what He
would be. :)
-------------------------------------------------------------------------------
b. Theme Setups
-------------------------------------------------------------------------------
Aragorn
Holy Swordsman
All Swordskill Chaos Blade
Item Excalibur
Weapon Guard Thief Hat
Two Swords Robe of Lords
Move+3 Vanish Mantle
Yep, it's Aragorn, straight out of Tolkien's masterpiece. All Swordskill is
there mainly because Aragorn is such a badass. He also had a good knowledge of
medicine (being a Ranger and all), so Item seems to fit well. In the movies,
he blocks with his sword(s) a lot, making Weapon Guard the reaction of choice.
The Chaos Blade is the most powerful sword in FFT, and his sword in the books
(you know, the one that was once broken... can't recall the name) is the most
powerful in Middle-Earth. He gets the Robe of Lords because he's a king and
didn't wear much heavy armor. The Vanish Mantle represents the cloak received
from Galadriel and it's ability to camoflauge the wearer.
Note from The Count (pbfinn15@comcast.net): I liked your FAQ a lot, a found it
very enlightening. I noticed however that you didn¹t know the name of Aragorn's
sword. It is Narsil. However, the description of Excalibur is "sword of the
true king" wouldn¹t it make sense for that to take precedence over the
shakiness of the Chaos Blade being the strongest? I did really enjoy that
set-up though, kudos to you.
Me again: Thanks for the correction and the support!
-------------------------------------------------------------------------------
Here's an Orlandu setup for the determined not to be cheap:
Bard
Sing Nagrarock
All Swordskill nothing
Counter/Hamedo Thief Hat
Equip Sword Rubber Costume
Move+3 Bracer
If there are humans, use Hamedo (they'll try to attack and you'll Frog 'em,
hehehe) and break their weapons ASAP. Against monsters, this Orlandu should be
used only as support. The Rubber Costume is there for survival purposes.
-------------------------------------------------------------------------------
6. Training/Levelling Strategies
-------------------------------------------------------------------------------
Well isn't this a joke! Training/Levelling strategies for ORLANDU! HAHAHAHAHA!
Erm, ahem, on to work. Orlandu is strong right out of the gate; he really
doesn't need any training (or levelling for that matter), but for those who
want their Cid to be as broken as possible, I'll highlight some abilities you
should pick up.
*******************************************************************************
Training: Learn all of the skills in Orlandu's base class. From there, open
up the job tree. Here is a checklist of skills you won't want to miss:
Chemist- P. Down, Potions, Remedy
Knight- Weapon Guard
Monk- Chakra, Wave Fist, Earth Slash, Counter
Time Mage- Teleport
Geomancer- Attack UP
Samurai- Blade Grasp, Kiyomori, Masamune, a couple offensive Draw Outs
Ninja- Two Swords, Abandon
Bard- Move+3
If you get all of those, you'll be in pretty good shape. But that doesn't mean
it's time to stop training. Get any other abilities you want.
*******************************************************************************
Levelling: Holy Swordsman is a great class to level as. Period. If you want
some more MA or a little more PA (like you need anymore >:), go ahead and level
as a Mime. If you want more speed, you're going to have to level down then up
as a Ninja. If you just want to get great stats easily, stay a Holy
Swordsman.
1-99 as Holy Swordsman:
19 PA, 12 MA, 13 Sp
1-42 as Holy Swordsman, then to 99 as Ninja:
19 PA, 12 MA, 13 Sp (NO CHANGE FROM 1-99 HOLY SWORDSMAN)
1-42 as Holy Swordsman, then to 99 as Mime:
20 PA, 13 MA, 13 Sp
*******************************************************************************
If you level down/up with Orlandu, that makes you a sicko...
42-1 as Bard, 1-99 as Holy Swordsman:
24 PA, 13 MA, 13 Sp
42-1 as Bard, 1-99 as Ninja:
25 PA, 12 MA, 14 Sp
42-1 as Bard, 1-99 as Mime:
28 PA, 14 MA, 13 Sp
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
Covenant says: Some suggestions for others who posted:
*No armor. Speed is far more useful than HP, especially if almost nothing can
touch him.
*Don't bother boosting his MA or Faith. If you're going to give him an MA/Faith
based skill, the only one that would be worthwhile is Math Skill, in which case
Orlandu is a poor choice.
*Don't bother with a shield, as you can just lower his Faith and use Blade
Grasp.
*Always put the most powerful weapon first as it is the one that determines
Swordskill damage
I don't really think Orlandu needs an FAQ and there is absolutely no reason to
think of any other setups for him as his base class brings almost nothing to
another role that Ramza, and usually a generic, can't.
-------------------------------------------------------------------------------
Jecht Shot says: Do you honestly need one [an FAQ] for Orlandu? Just say slap
a sword on him and have him use AllSwordskill. In fact just say go to a store
and use best fit, don't even change his class. He's so broken he doesn't need a
faq.
-------------------------------------------------------------------------------
===============================================================================
-------------------------------------------------------------------------------
7. Ramza
-------------------------------------------------------------------------------
Ramza Character FAQ
-------------------------------------------------------------------------------
By Dan Isbell, copyright 2002
-------------------------------------------------------------------------------
Date Began: 12/28/02
-------------------------------------------------------------------------------
Table of Contents
1. Introduction
2. Backround
3. Stats
4. Abilities
5. Setups
a. Chapter 1
b. Chapter 2
c. Chapter 3
d. Chapter 4/The Rest of the Game
e. Theme Setups
6. Training/Levelling Strategies
*******************************79 Character Check******************************
-------------------------------------------------------------------------------
1. Introduction
-------------------------------------------------------------------------------
Ramza Beoulve is the protagonist of Final Fantasy Tactics and the fifth
character to be FAQ'ed by me in this guide. Ramza is a very versatile unit,
and very powerful if used right. This guide is designed to provide a multitude
of different ways for Ramza to be all that he can be. Oh yeah, gotta show some
love for the posters at the FFT Board at GameFAQs.com. Word.
-------------------------------------------------------------------------------
2. Backround
-------------------------------------------------------------------------------
Name: Ramza Beoulve Quote: "Always check the active turn, it's a shortcut
to victory!"
Birthdate: You get to choose!
Zodiac Sign: See above.
Base Job: Squire (often referred to a Uber-Squire)
Job Description: Basic job for all units. The starting point to becoming a
fine warrior. Unlike other squires, he can equip
(Chapter 1) robes but not axes.
(Chapter 2+3) robes, shields, helmets, and armor, but not
axes.
(Chapter 4) robes, shields, helmets, armor, and knight
swords, but not axes.
Profile: Ramza Beoulve starts out as a military cadet, but becomes much more.
Guided by his sense of right inherited from his father, Ramza will
stop at nothing to stop injustice and help those in need. Ramza
keeps a cool head most of the time, only expressing intense emotion
when lives are at stake. Although he is naive in the beginning, he
gradually comes to terms with the gritty world he lives in. Ramza is
a natural leader, so skilled that even Knights of great rank choose
to follow him.
History: Ramza is the youngest son of the highly respected Beoulve family.
His father, Balbanes Beoulve, was a great hero of the 50 Year War and
attained the highest rank of knight, Heavenly Knight. His two elder
step-brothers, Dycedarg the eldest and then Zalbag, are also great
knights and considerable older than Ramza. Ramza also has a younger
sister named Alma, whom he cares for very much. Ramza's best friend
is Delita Hyral, a young man his age taken in by the family. When
Ramza is 16, he enrolls at the Gariland Military Academy with Delita.
From there, I'll let you experience the rest....
-------------------------------------------------------------------------------
3. Stats
-------------------------------------------------------------------------------
Ramza is very unique statistically. He gets the best of Male (HP and PA) and
Female (MP and MA) growth in all classes which makes him very well balanced.
In his Squire class, Ramza has pretty good stats in all areas, plus he receives
better equipment options as the game goes on. Another interesting note about
Ramza: he is the only character who can attain a Faith greater than 94 without
leaving your party. This can give Ramza a slight boost in the magic
department.
Move: 4
Jump: 3
Class Evade: 10%
Inherents/Immunities: immune to Invite (Aerostar's Battle Mechanics Guide)
Equips: Ch. 1- Swords, Daggers, Hats, Robes, Clothes, all male accessories
Ch. 2/3- Swords, Daggers, Flails, Shields, Helmets, Hats, Armor,
Robes, Clothes, all male accessories
Ch. 4- Knight Swords, Swords, Daggers, Flails, Shields, Helmets,
Hats, Armor, Robes, Clothes, all male accessories
Zodiac Compatibility: This all depends on what birthdate/zodiac you assign
him. Consult the BMG for info on Zodiac Signs.
Class Multipliers (credit to the BMG): HP MP PA MA Spd
125 105 111 102 107
Class Growth (also from the BMG): HP MP PA MA Spd
11 11 50 48 95
Level 99 stats (levels 1-99 as Squire): HP MP PA MA Spd
365 146 16 12 12
Ramza has a nice Move range and the standard Jump range. His C-Ev is average,
giving you a 1 in 10 chance of avoiding a physical attack from the front.
Ramza has standard Squire equipment options to begin with, but as you progress
through the game things only get better for our hero. When Chapter 2 rolls
around, Ramza is able to equip Armor, Swords, and Shields, making him more
durable on the front lines. Once you hit Chapter 4, Ramza obtains the ability
to equip the powerful Knight Swords, which makes him quite lethal.
Statwise, Ramza isn't spectacular, but definitely well above average. Having
both male and female stats is great. Ramza's growth and multipliers are nice;
he gets a boost in all areas, most notably MA and Spd.
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4. Abilities
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Ramza gets the basic Squire abilities plus special ones as the game progresses.
Ramzas later abilities are great and work well with any class. Ramza can also
learn Ultima by having it hit him while in the Squire job. Ultima Demons,
along with the Assassins, can cast it.
Note: All the formulas in this section are from Aerostar's BMG.
Guts description:
Name: Jp: Effect: Formula: Range:
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Accumulate 300 +1 to PA 100% Self
Dash 75 HP Damage, doesn't trigger 1
most reactions
Throw Stone 90 HP Damage 4
Heal 150 Cures Poison, Darkness 100% 1(Self)
Wish 0 HP damage self, restore HP 1
to target
Yell 200 +1 to Sp 100% 3(Self)
Cheer UP 200 +5 to Brave 100% 3(Self)
Scream 500 +10 to Brave, +1 MA, 100% Self
+1 PA, +1 Sp
Ultima --- HP Damage [23 * MA * (CFa/100) * (TFa/100)]
MP:10 ctr: 5 4, + pattern, up/down 1
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5. Setups
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This section is the meat of the guide. Here you will find a variety of setups
for almost any situation. Each of these setups has been chosen for inclusion
because it can do exactly what it was designed to do better than similar
setups, giving you an optimized Ramza to destroy things, assist your party, or
fit a certain theme. Some setups may be refined from several others to yield
the best results. Credit is given where its due for each setup, so be sure to
thank whoever created the setup you use when you see them on the
message board.
Note: All setups and commentary on them are by me unless otherwise indicated.
a. Chapter 1 Setups
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Seeing as Ramza is the main character of FFT, you get him right at the
beginning of the game, in Chapter 1. In Chapter 1, Ramza is only slightly more
powerful than your other Squires: he has the Wish ability and better stats.
These setups are designed with Chapter 1 equipment and the fact that you
haven't had much time to train Ramza in mind.
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Squire
Guts Broad Sword
Item nothing
Counter-Tackle Leather Hat
Gained Jp UP Clothes
Move +1 Battle Boots
Here's the obligatory starting build for Ramza. Item will keep you and your
teammates alive and Guts will augment your healing and offense. Make sure to
learn Move +1, Gained Jp UP, and all of the primary abilities (except for maybe
Heal and Dash) before moving on to other jobs.
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Squire- Jecht Shot
Guts Best
Punch Art/Steal nothing
Counter/Speed Save Best
Gained Jp UP Best
Move +1 Battle Boots (Always Battle Boots. I value movement
above all else.)
With plenty of movement, this unit has no problem moving in for the attack.
Punch Art offers something more substantial in the way of ranged attacks then
Throw Stone, and can also heal, and revive targets. Or Steal can offer some
useful equipment around the Thieve's hideout and on. Counter allows additional
damage, but speed save can help to escape, when being overrun. Gained Jp Up is
vital to quickly unlocking more advanced classes and skill.
-------------------------------------------------------------------------------
Geomancer- Jecht Shot
Elemental Best Sword
Guts Best Shield
Weapon Guard Best
Attack UP Best
Move+1 Battle Boots
Really easy to get, and damned effective at the low levels as well.
My comments: A good setup, but it might be a tad difficult to get in Chapter
1. Definitely possible later in the chapter. Accumulate will boost Elemental
damage, which is nice. With Attack UP you will hit hard. Make sure to learn
Hell Ivy, Local Quake, Kamataichi, and Carve Model.
-------------------------------------------------------------------------------
Knight
Battle Skill Best
Guts Best
Counter(Tackle) Best
Gained Jp UP Best
Move +1 Battle Boots
Here's a Chapter 1 tank. You'll appreciate the extra HP given by Armor in Ch.
1 and the extra evade of a shield over the Ch. 1 Uber-Squire. This Knight will
hit hard, especially after a couple Accumulates. Counter or Counter-Tackle
will make those Goblins sorry they even though about attacking you.
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b. Chapter 2 Setups
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Thief- Jecht Shot
Right hand: Best weapon
Left Hand:
Head: Best. Any that increases speed.
Armor: Best. Any that increases speed.
Accessory: Either a mantle to increase evade, or shoes for movement.
Primary Ability: Steal
Secondary Ability: Guts
Counter Ability: Speed Save/Critical Quick
Support Ability: Concentrate/Defense Up
Move Ability: Move +3-2
The idea here is to steal enemy equipment to allow and advantage over what can
be bought. Increased speed is vital to stealing percentages so use yell to
increase it. Move +# abilities allow you to quickly run circles around
opponents for best stealing chance. Concentrate makes it easier to steal from
opponents with shields, but sometime defense is more valuable. Speed Save saves
on Yelling time, but Critical Quick can allow instantaneous movement when in
danger.
-------------------------------------------------------------------------------
Geomancer
Elemental Coral Sword
Guts best shield
Counter Flood Green Beret
Attack UP Wizard Robe
Move+1/2 Diamond Armlet/Wizard Mantle
Ramza works very well as a Geomancer because of his male PA and female MA.
Elemental uses both PA and MA in formulating it's damage. This Ramza can also
do some damage with the plain ol' attack command too. Accumulate helps both
Elemental and Attack.
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c. Chapter 3 Setups
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Ninja- Jecht Shot
Right/Left hand: Best available weapons
Head: Any. Preferably physical attack raising.
Armor: Same as Helmet
Accessory: Best available mantle.
Primary Ability: Throw
Secondary Ability: Guts
Counter Ability: Abandon
Support Ability: Attack Up/Defense Up
Move Ability: Move +3-2
Trying to maximize damage, I use a Ninja, with the best available weapons. I
use my equipment to further raise my attack, but stay with a helmet to assist
in evading attacks. Throw is useful to weaken enemies up before charging for
the kill. If I seem to be taking too much damage, I replace Attack Up with
Defense Up
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Wiegraf Abuser
Squire
Guts best sword
anything best shield
Auto-Potion best
anything Chameleon Robe
Move +2 Feather Boots
Ah, yes, the all-too-familiar setup for an easy Wiegraf take down and a couple
easy levels... The strategy here is to only have X-potions and Yell repeatedly
(you can Accumulate too if you'd like) until you are fast enough to slaughter
Wiegraf without him having an opportunity to hit back (outside of Counter).
This also sets you up nicely for Velius. The Chameleon Robe causes Wiegraf to
not use Lightning Stab and the Feather Boots nullify Earth Slash. Auto-Potion
soaks up all the damage while you run around Yelling like a little girl.
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Squire- Covenant
<best sword available>/Excalibur
---
<best PA boosting hat/Thief Hat>
Power Sleeve/Robe of Lords
Bracer/Genji Gauntlet
Guts
Draw Out/Elemental
Hamedo/Counter
Two Hands(Two Swords would be fine if you have another Excalibur, though I
still prefer Two Hands)
Move +3
This is a mid-Chapter 3 to late-Chapter 4 setup. Ideally, this Ramza would have
an Excalibur, making his Speed high enough to negate most charging attacks
from Archers and mages, the only people he is really vulnerable to. Hamedo for
story battles, Counter for monster battles.
ZeroX, at level 99 armor is completely and totally useless as your HP will be
high enough to survive most monster hits that don't do 999, in which case your
HPs are irrelevant, while the Protect and Shell given from the Robe of Lords,
not to mention the PA, MA, and MP, would be far more useful than the 50 HPs
armor offers. Also, Ramza's Faith can go up to 97 without any problems... the
game wouldn't make much sense if he left your party to join a church. Estucheon
II and Blade Grasp together is generally a bad idea. If you're going to spend
that much time leveling, you would most likely, or should, have a unit that is
meant to deal with magic users so Ramza doesn't need to worry about them and
can free up that support ability and shield slot for Two Weapons(allowing
auto-Haste from Excalibur), Magic Attack UP, or Short Charge.
Actually, I made a mistake on there and put Counter instead of Blade Grasp as I
almost never use Blade Grasp since it makes the game too easy =/
Even without Blade Grasp, this character works. In fact, I have beaten the game
with this character alone, with some minor adjustments for specific battles.
This character never gets swarmed. If there are too many enemies to simply wade
in and slaughter them all, I can hit from beyond their maximum range with
Kikuichimoji or Elemental(If Kikuichimoji isn't available) and I will not be
caught due to my superior Move rating of 7.
-------------------------------------------------------------------------------
d. The Rest of the Game
-------------------------------------------------------------------------------
Summoner
Summon Wizard Rod
Guts
Blade Grasp Flash Hat
Magic Attack UP Robe of Lords
Teleport Magic Gauntlet
Now what we have here is the rare magical beast version of Ramza. Plenty of MA
for Summons and Ultima make him a very dangerous animal. This magical beast
also has ample defense via Blade Grasp and Robe of Lords, which is quite
unusual among mages. When he's not nuking someone's ass, the magical beast can
be seen Screaming to boost his MA and overcome the speed handicap inherent of
Summoners while perched up high somewhere he Teleported to.
-------------------------------------------------------------------------------
Squire- trampoline
Br 97, Fa 97
Squire
Draw Out
Blade Grasp
Magic Attack Up
Move + 3/Teleport
Excalibur
Aegis Shield
Thief Hat
Wizard Robe
Genji Gauntlet
It seems that most people here (including me) have some variant of the above
set-up. Ma boosts galore for Draw Out. And Ultima. And he still has some nice
attack power with Excalibur.
-------------------------------------------------------------------------------
Squire- Trampoline
Br 97, Fa 97
Squire
Elemental
Blade Grasp
Magic Attack Up
Move + 3/Teleport
Excalibur
Aegis Shield
Thief Hat
Robe of Lords
Genji Gauntlet
Nice ranged statuses and pretty good damage because of his high stats. With a
few Screams, Elemental damage will sky rocket.
-------------------------------------------------------------------------------
Some Classics- jsteen84
Here's a couple of the classics that I like to use:
MA based:
Ramza high brave + high faith
Excalibur
Aegis Shield
Flash Hat
Robe of Lords/Wizard Robe
Genji Glove
Guts
Summon Magic/Math Skill/Draw Out
Blade Grasp/MA up/Auto Potion
MA attack up
Teleport
or....
PA based:
Chaos Blade
Excalibur
Twist headband/Thief hat
power sleeve/robe of lords
Bracer
Guts
Punch Art/Draw Out/Summon Magic
Blade Grasp/Counter
Two Swords
Teleport
I find a secondary skill irrelevant but Draw out gives haste and everything,
summon magic gives golem, and punch art is PA based so....
or a combo of the two:
Excalibur
Chaos Blade/Aegis Shield/Eschuteon II
Flash Hat
Robe of Lords
Genji Glove
Guts
Draw out/elemental
Blade Grasp/auto-potion/whatever
two swords/ MA attack up
teleport
Eh, these are cheap, but since nobody else really put them, I figured I'd give
my two cents and toss em in.
-------------------------------------------------------------------------------
Squire- ff6shadowl
Right hand: Excalibur
Left Hand: Escutcheon/Aegis Shield
Head: Thief Hat
Armor: Robe of Lords
Accessory: Germinas Boots
Primary Ability: Guts
Secondary Ability: Punch Art/Throw
Counter Ability: Speed Save/Critical Quick
Support Ability: Concentrate/Defense Up
Move Ability: Move +3-2
Packs plenty of power, and has a large movement radius to allow him to move
towards his target quickly. Punch Art provides him with several ranged, if not
powerful attacks and a method of healing and reviving characters. Speed Save
allows an additional speed boost when you actually start getting hit, or can be
replaced with Critical Quick to allow quick escapes in emergencies. Concentrate
can help ensure successful attacks, or Defense Up provides an additional
defense boost. And finally, Move +3 or +2 is vital to keep the movement
advantage.
-------------------------------------------------------------------------------
e. Theme Setups
-------------------------------------------------------------------------------
Sniper Set Up- ff6shadow
Right hand: Perseus Bow
Left Hand: Nil
Head: Thief Hat
Armor: Secret Clothes
Accessory: Feather Mantle
Primary Ability: Charge
Secondary Ability: Guts
Counter Ability: Abandon
Support Ability: Concentrate
Move Ability: Move +3-2
Quick, with a good movement to escape from enemies. The perfect sniper. Fall
back from opponents and shoot them from afar. Feather Mantle and Abandon allow
for greater evade percentages. And concentrate helps insure accurate shots.
I feel it's fair to note that far more effective setups can be obtained using
Math Skill and Blade Grasp. However, I never really cared for Math Skill. It
took to long to build the JP. And I believe that Blade Grasp was programmed
incorrectly. And still, it works better with a modified Brave, and I never
bothered to max brave or minimize faith.
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6. Training/Levelling Strategies
-------------------------------------------------------------------------------
*******************************************************************************
Here's some training/levelling advice from posters at the FFT Message Board at
GameFAQs.com:
-------------------------------------------------------------------------------
militant agnostic: The basic theme of Ramza is to have him as a squire, he
does everything well as a squire, even gets MA and Speed growth bonuses.
Plus he has the best equipment options in the game.
My usual recommendation is for the faithless Draw Out master or extremely
high-faithed Math Skiller for outright demolition.
Yeah, chapter 1 is the only chapter I can see keeping Ramza as a knight, since
it's the only chapter that armor and helms aren't outclassed by clothes, robes,
and hats.
It should be noted that Ramza is the only non-guest character that can have 97
faith.
Also, unless you just want Ramza to be an all-out physical attacker, two swords
doesn't do much for him (especially as compared to a swordskiller) when
compared to sword and shield.
The only viable two-sword Ramza in my opinion is the 3 faith, blade grasper who
does everything through the attack command.
The faithless Draw Out Ramza is better served by Magic Attack Up.
-------------------------------------------------------------------------------
Challenger:
Ch. 1
Stick with Squire until you learn Gained Jp UP, then switch to Chemist. Once
Priest is opened up, become one, and learn whatever Black Magic you can. Equip
that as the secondary, it's a great help through half of Ch. 2. Learn Raise,
Reraise, Holy, Protect, Shell, Esuna, and Cure 3 in Priest; this can be done
anytime in the first 2 Chapters. Equipment will change as the chapter
progresses, always have the best armor and helmet for MP; equip the Battle
Boots, the mantles at this point aren't worth it.
Ch. 2
If you haven't learned the skills I recommend for Priest, continue until you
do. Once you have, you need a good reaction and support ability. I strongly
suggest Dragon Spirit, Counter, or HP Restore. For support, Magic Attack UP or
Attack UP, depending on whether you prefer physical attack or power in healing.
Also, get either Move+1 or Move+2. By the middle of Ch. 3, you should have a
decent setup. Equipment still depends on what is in the shops; if a Squire,
balance between HP and MP in your armor.
Ch. 3
Definitely have the requisite Priest abilities by now, or at least enough to
get by; you don't want to be a Priest now. Spend your time reaching for a
support and reaction ability. Once you reach Riovanes, you need to have a
strong setup, with a useful Reaction, Support, and Movement ability. For
Wiegraf, try to have enough MP for 2 Holy spells, enough HP to survive 1
Lightning Stab and 1 Earth Slash (roughly 200), and a move of at least 6 to walk
outside his Lightning Stab range after his first move.
Ch. 4
You should be firmly entrenched in the Squire class now, with your skill set
fully prepared. Finish whatever you need, and learn the rest of his Squire
abilities as you can, starting with Scream. His equip will change as you
progress. Once you have Excalibur, give it to him. Other Equip will be Thief
Hat, Light Robe, Germinas Boots, and Crystal Shield. He should be a very
dangerous man now, with Excalibur strengthening Holy, and enough speed to run
circles around the competition.
-------------------------------------------------------------------------------
Jecht Shot:
Chapter 1
Use whatever necessary and start preparing for future chapter. Just remember
that unlike generics, Ramza is equally disposed towards magic and physical
attacks. Almost always keep Gained JP up.
Chapter 2
Through Chapter 2, continue to focus development towards you desired goal of
either, a physical warrior, a mighty mage, or and overall fighter. Start
trying to unlock advanced classes, if you haven't been putting much effort
into it. I tend to steal often during this chapter, to gain a minor equipment
advantage, and usually toss it to Ramza, since he can raise his own speed.
Chapter 3
Begin to fine tune your war machine. Most classes should be unlocked for Ramza
by now. Pick and choose you abilities carefully. I tend towards a warrior
Ramza.
Chapter 4
You shouldn't need much more work to have an unstoppable army. Complete the
Deep Dungeon, and choose you final set up.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
8. Thanks/Misc.
-------------------------------------------------------------------------------
To start off I want to thank everyone on the FFT Message Board at
gamefaqs.com. Their input has made this guide what it is (for whatever that's
worth... :) ). Now there are some people who need to be individually
recognized:
R y a n: Gave me the idea for this guide, also contributed a lot of kick ass
setups.
trampoline: Another big contributor. Lots of great setups and advice.
Notti: For writing his DD guide (check it out). Also for his input.
Aerostar: For writing the BMG (check it out too). It's really an awesome FFT
resource.
CJayC: For having the best gaming site on the planet and for hosting this
guide.
Now some other thanks:
Squaresoft/Squareenix: For making kickass, beautiful games.
The FFT Team: For making FFT, my favorite game ever. It's time for all of you
to reunite and make a proper sequel.
Winamp: Because my mp3s and cds need a place to call home on my computer, and
version 5 is awesome.
-------------------------------------------------------------------------------
9. Version History
-------------------------------------------------------------------------------
-Version .95
5/38/04. Some minor corrections, addition of Ramza section to guide, a
couple more thanks.The guide is pretty much complete now, so
don't expect any updates in the near future. Unless I get
extra-motivated this summer and decide to do Beowulf, Cloud, and
the rest... which probably won't happen.
-Version .8
3/23/03. First version.
-------------------------------------------------------------------------------
10. Legal Stuff
-------------------------------------------------------------------------------
Blah blah blah. I made this, this is copyright me, Dan Isbell, 2003. Blah
blah blah. Don't rip me off. Blah blah blah. If you'd like to use this guide
for your website, publication, religious services, etc., just let me know and
I'm 99% sure we'll be able to work something out. Blah blah blah. If you do
use this guide, you can't change it without my permission. Blah blah blah.
Blah.
-------------------------------------------------------------------------------
The following sites are authorized to host this guide:
www.gamefaqs.com
www.neoseeker.com
www.gamenotover.com